cryptui: Add a header bitmap to CryptUIWizImport's interior pages.
[wine/wine64.git] / dlls / wined3d / stateblock.c
blobe1d4627e2d9fab0157d88ebc4a5fb2624cdf8ad5
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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
34 /** Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
37 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
39 IWineD3DStateBlockImpl *This = object;
41 /* Allocate space for floating point constants */
42 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
43 if (!object->pixelShaderConstantF) goto fail;
45 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
46 if (!object->changed.pixelShaderConstantsF) goto fail;
48 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
49 if (!object->vertexShaderConstantF) goto fail;
51 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
52 if (!object->changed.vertexShaderConstantsF) goto fail;
54 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
55 if (!object->contained_vs_consts_f) goto fail;
57 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
58 if (!object->contained_ps_consts_f) goto fail;
60 return WINED3D_OK;
62 fail:
63 ERR("Failed to allocate memory\n");
64 HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
65 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
66 HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
67 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
68 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
69 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
70 return E_OUTOFMEMORY;
73 /** Copy all members of one stateblock to another */
74 static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
76 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
77 unsigned bsize = sizeof(BOOL);
79 /* Single values */
80 dest->indices = source->indices;
81 dest->material = source->material;
82 dest->viewport = source->viewport;
83 dest->vertexDecl = source->vertexDecl;
84 dest->pixelShader = source->pixelShader;
85 dest->vertexShader = source->vertexShader;
86 dest->scissorRect = dest->scissorRect;
88 /* Fixed size arrays */
89 memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
90 memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
91 memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
92 memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
93 memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
94 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
95 memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
96 memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
97 dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
98 dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
99 dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
100 dest->vertexShaderConstantsI = source->vertexShaderConstantsI;
102 /* Dynamically sized arrays */
103 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
104 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
107 /** Set all members of a stateblock savedstate to the given value */
108 void stateblock_savedstates_set(
109 IWineD3DStateBlock* iface,
110 SAVEDSTATES* states,
111 BOOL value) {
113 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
114 unsigned bsize = sizeof(BOOL);
116 /* Single values */
117 states->indices = value;
118 states->material = value;
119 states->viewport = value;
120 states->vertexDecl = value;
121 states->pixelShader = value;
122 states->vertexShader = value;
123 states->scissorRect = value;
125 /* Fixed size arrays */
126 memset(states->streamSource, value, bsize * MAX_STREAMS);
127 memset(states->streamFreq, value, bsize * MAX_STREAMS);
128 memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
129 memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
130 memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
131 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
132 memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
133 memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
134 states->pixelShaderConstantsB = value ? 0xffff : 0;
135 states->pixelShaderConstantsI = value ? 0xffff : 0;
136 states->vertexShaderConstantsB = value ? 0xffff : 0;
137 states->vertexShaderConstantsI = value ? 0xffff : 0;
139 /* Dynamically sized arrays */
140 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
141 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
144 void stateblock_copy(
145 IWineD3DStateBlock* destination,
146 IWineD3DStateBlock* source) {
147 int l;
149 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
150 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
152 /* IUnknown fields */
153 Dest->lpVtbl = This->lpVtbl;
154 Dest->ref = This->ref;
156 /* IWineD3DStateBlock information */
157 Dest->parent = This->parent;
158 Dest->wineD3DDevice = This->wineD3DDevice;
159 Dest->blockType = This->blockType;
161 /* Saved states */
162 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
164 /* Single items */
165 Dest->vertexDecl = This->vertexDecl;
166 Dest->vertexShader = This->vertexShader;
167 Dest->streamIsUP = This->streamIsUP;
168 Dest->pIndexData = This->pIndexData;
169 Dest->baseVertexIndex = This->baseVertexIndex;
170 /* Dest->lights = This->lights; */
171 Dest->clip_status = This->clip_status;
172 Dest->viewport = This->viewport;
173 Dest->material = This->material;
174 Dest->pixelShader = This->pixelShader;
175 Dest->scissorRect = This->scissorRect;
177 /* Lights */
178 memset(This->activeLights, 0, sizeof(This->activeLights));
179 for(l = 0; l < LIGHTMAP_SIZE; l++) {
180 struct list *e1, *e2;
181 LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
182 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
183 list_remove(&light->entry);
184 HeapFree(GetProcessHeap(), 0, light);
187 LIST_FOR_EACH(e1, &This->lightMap[l]) {
188 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
189 light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
190 *light2 = *light;
191 list_add_tail(&Dest->lightMap[l], &light2->entry);
192 if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
196 /* Fixed size arrays */
197 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
198 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
199 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
200 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
202 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
203 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
204 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
205 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
206 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
207 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
208 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
209 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
210 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
211 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
212 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
214 /* Dynamically sized arrays */
215 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
216 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
219 /**********************************************************
220 * IWineD3DStateBlockImpl IUnknown parts follows
221 **********************************************************/
222 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
224 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
225 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
226 if (IsEqualGUID(riid, &IID_IUnknown)
227 || IsEqualGUID(riid, &IID_IWineD3DBase)
228 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
229 IUnknown_AddRef(iface);
230 *ppobj = This;
231 return S_OK;
233 *ppobj = NULL;
234 return E_NOINTERFACE;
237 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
238 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
239 ULONG refCount = InterlockedIncrement(&This->ref);
241 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
242 return refCount;
245 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
246 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
247 ULONG refCount = InterlockedDecrement(&This->ref);
249 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
251 if (!refCount) {
252 int counter;
254 /* type 0 represents the primary stateblock, so free all the resources */
255 if (This->blockType == WINED3DSBT_INIT) {
256 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
257 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
258 if (This->textures[counter]) {
259 /* release our 'internal' hold on the texture */
260 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
261 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
267 for (counter = 0; counter < MAX_STREAMS; counter++) {
268 if(This->streamSource[counter]) {
269 if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
270 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
274 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
275 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
276 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
278 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
279 struct list *e1, *e2;
280 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
281 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
282 list_remove(&light->entry);
283 HeapFree(GetProcessHeap(), 0, light);
287 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
288 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
289 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
290 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
291 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
292 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
293 HeapFree(GetProcessHeap(), 0, This);
295 return refCount;
298 /**********************************************************
299 * IWineD3DStateBlockImpl parts follows
300 **********************************************************/
301 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
302 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
303 IUnknown_AddRef(This->parent);
304 *pParent = This->parent;
305 return WINED3D_OK;
308 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
310 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
312 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
313 IWineD3DDevice_AddRef(*ppDevice);
314 return WINED3D_OK;
318 static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
319 UINT i;
321 /* Lights... For a recorded state block, we just had a chain of actions to perform,
322 * so we need to walk that chain and update any actions which differ
324 for(i = 0; i < LIGHTMAP_SIZE; i++) {
325 struct list *e, *f;
326 LIST_FOR_EACH(e, &This->lightMap[i]) {
327 BOOL updated = FALSE;
328 PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
329 if(!src->changed || !src->enabledChanged) continue;
331 /* Look up the light in the destination */
332 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
333 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
334 if(realLight->OriginalIndex == src->OriginalIndex) {
335 if(src->changed) {
336 src->OriginalParms = realLight->OriginalParms;
338 if(src->enabledChanged) {
339 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
340 * or disabled -> enabled -> disabled changes
342 if(realLight->glIndex == -1 && src->glIndex != -1) {
343 /* Light disabled */
344 This->activeLights[src->glIndex] = NULL;
345 } else if(realLight->glIndex != -1 && src->glIndex == -1){
346 /* Light enabled */
347 This->activeLights[realLight->glIndex] = src;
349 src->glIndex = realLight->glIndex;
351 updated = TRUE;
352 break;
356 if(updated) {
357 /* Found a light, all done, proceed with next hash entry */
358 continue;
359 } else if(src->changed) {
360 /* Otherwise assign defaul params */
361 src->OriginalParms = WINED3D_default_light;
362 } else {
363 /* Not enabled by default */
364 src->glIndex = -1;
370 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
372 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
373 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
374 unsigned int i, j;
376 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
378 /* If not recorded, then update can just recapture */
379 if (This->blockType == WINED3DSBT_RECORDED) {
381 /* Recorded => Only update 'changed' values */
382 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
383 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
385 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
386 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
387 This->vertexShader = targetStateBlock->vertexShader;
390 /* Vertex Shader Float Constants */
391 for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
392 i = This->contained_vs_consts_f[j];
393 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
394 targetStateBlock->vertexShaderConstantF[i * 4],
395 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
396 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
397 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
399 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
400 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
401 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
402 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
405 /* Vertex Shader Integer Constants */
406 for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
407 i = This->contained_vs_consts_i[j];
408 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
409 targetStateBlock->vertexShaderConstantI[i * 4],
410 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
411 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
412 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
414 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
415 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
416 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
417 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
420 /* Vertex Shader Boolean Constants */
421 for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
422 i = This->contained_vs_consts_b[j];
423 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
424 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
426 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
429 /* Pixel Shader Float Constants */
430 for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
431 i = This->contained_ps_consts_f[j];
432 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
433 targetStateBlock->pixelShaderConstantF[i * 4],
434 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
435 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
436 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
438 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
439 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
440 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
441 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
444 /* Pixel Shader Integer Constants */
445 for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
446 i = This->contained_ps_consts_i[j];
447 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
448 targetStateBlock->pixelShaderConstantI[i * 4],
449 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
450 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
451 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
453 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
454 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
455 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
456 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
459 /* Pixel Shader Boolean Constants */
460 for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
461 i = This->contained_ps_consts_b[j];
462 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
463 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
465 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
468 /* Others + Render & Texture */
469 for (i = 0; i < This->num_contained_transform_states; i++) {
470 TRACE("Updating transform %d\n", i);
471 This->transforms[This->contained_transform_states[i]] =
472 targetStateBlock->transforms[This->contained_transform_states[i]];
475 if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
476 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
477 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
478 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
479 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
480 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
481 This->pIndexData = targetStateBlock->pIndexData;
482 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
485 if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
486 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
488 This->vertexDecl = targetStateBlock->vertexDecl;
491 if (This->changed.material && memcmp(&targetStateBlock->material,
492 &This->material,
493 sizeof(WINED3DMATERIAL)) != 0) {
494 TRACE("Updating material\n");
495 This->material = targetStateBlock->material;
498 if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
499 &This->viewport,
500 sizeof(WINED3DVIEWPORT)) != 0) {
501 TRACE("Updating viewport\n");
502 This->viewport = targetStateBlock->viewport;
505 if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
506 &This->scissorRect,
507 sizeof(targetStateBlock->scissorRect)))
509 TRACE("Updating scissor rect\n");
510 targetStateBlock->scissorRect = This->scissorRect;
513 for (i = 0; i < MAX_STREAMS; i++) {
514 if (This->changed.streamSource[i] &&
515 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
516 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
517 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
518 targetStateBlock->streamStride[i]);
519 This->streamStride[i] = targetStateBlock->streamStride[i];
520 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
521 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
522 This->streamSource[i] = targetStateBlock->streamSource[i];
525 if (This->changed.streamFreq[i] &&
526 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
527 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
528 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
529 targetStateBlock->streamFlags[i]);
530 This->streamFreq[i] = targetStateBlock->streamFreq[i];
531 This->streamFlags[i] = targetStateBlock->streamFlags[i];
535 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
536 if (This->changed.clipplane[i]
537 && memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
539 TRACE("Updating clipplane %d\n", i);
540 memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
544 /* Render */
545 for (i = 0; i < This->num_contained_render_states; i++) {
546 TRACE("Updating renderState %d to %d\n",
547 This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
548 This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
551 /* Texture states */
552 for (j = 0; j < This->num_contained_tss_states; j++) {
553 DWORD stage = This->contained_tss_states[j].stage;
554 DWORD state = This->contained_tss_states[j].state;
556 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
557 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
558 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
561 /* Samplers */
562 /* TODO: move over to using memcpy */
563 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
564 if (This->changed.textures[j]) {
565 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
566 This->textures[j] = targetStateBlock->textures[j];
570 for (j = 0; j < This->num_contained_sampler_states; j++) {
571 DWORD stage = This->contained_sampler_states[j].stage;
572 DWORD state = This->contained_sampler_states[j].state;
573 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
574 stage, state, targetStateBlock->samplerState[stage][state],
575 This->samplerState[stage][state]);
576 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
578 if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
579 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
580 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
581 This->pixelShader = targetStateBlock->pixelShader;
584 record_lights(This, targetStateBlock);
585 } else if(This->blockType == WINED3DSBT_ALL) {
586 This->vertexDecl = targetStateBlock->vertexDecl;
587 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
588 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
589 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
590 memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
591 memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
592 memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
593 memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
594 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
595 memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
596 record_lights(This, targetStateBlock);
597 memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
598 This->clip_status = targetStateBlock->clip_status;
599 This->viewport = targetStateBlock->viewport;
600 This->material = targetStateBlock->material;
601 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
602 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
603 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
604 memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
605 memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
606 memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
607 memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
608 This->scissorRect = targetStateBlock->scissorRect;
610 if(targetStateBlock->pIndexData != This->pIndexData) {
611 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
612 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
613 This->pIndexData = targetStateBlock->pIndexData;
615 for(i = 0; i < MAX_STREAMS; i++) {
616 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
617 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
618 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
619 This->streamSource[i] = targetStateBlock->streamSource[i];
622 if(This->vertexShader != targetStateBlock->vertexShader) {
623 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
624 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
625 This->vertexShader = targetStateBlock->vertexShader;
627 if(This->pixelShader != targetStateBlock->pixelShader) {
628 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
629 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
630 This->pixelShader = targetStateBlock->pixelShader;
632 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
633 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
634 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
635 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
636 record_lights(This, targetStateBlock);
637 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
638 This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
640 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
641 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
642 This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
645 for (j = 0; j < MAX_TEXTURES; j++) {
646 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
647 This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
650 for(i = 0; i < MAX_STREAMS; i++) {
651 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
652 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
653 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
654 This->streamSource[i] = targetStateBlock->streamSource[i];
657 if(This->vertexShader != targetStateBlock->vertexShader) {
658 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
659 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
660 This->vertexShader = targetStateBlock->vertexShader;
662 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
663 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
664 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
665 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
666 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
667 This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
669 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
670 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
671 This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
674 for (j = 0; j < MAX_TEXTURES; j++) {
675 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
676 This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
679 if(This->pixelShader != targetStateBlock->pixelShader) {
680 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
681 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
682 This->pixelShader = targetStateBlock->pixelShader;
686 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
688 return WINED3D_OK;
691 static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
692 UINT i;
693 for(i = 0; i < LIGHTMAP_SIZE; i++) {
694 struct list *e;
696 LIST_FOR_EACH(e, &This->lightMap[i]) {
697 const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
699 if(light->changed) {
700 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
702 if(light->enabledChanged) {
703 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
709 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
710 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
711 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
713 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
714 should really perform a delta so that only the changes get updated*/
716 UINT i;
717 UINT j;
719 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
721 TRACE("Blocktype: %d\n", This->blockType);
723 if(This->blockType == WINED3DSBT_RECORDED) {
724 if (This->changed.vertexShader) {
725 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
727 /* Vertex Shader Constants */
728 for (i = 0; i < This->num_contained_vs_consts_f; i++) {
729 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
730 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
732 for (i = 0; i < This->num_contained_vs_consts_i; i++) {
733 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
734 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
736 for (i = 0; i < This->num_contained_vs_consts_b; i++) {
737 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
738 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
741 apply_lights(pDevice, This);
743 if (This->changed.pixelShader) {
744 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
746 /* Pixel Shader Constants */
747 for (i = 0; i < This->num_contained_ps_consts_f; i++) {
748 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
749 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
751 for (i = 0; i < This->num_contained_ps_consts_i; i++) {
752 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
753 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
755 for (i = 0; i < This->num_contained_ps_consts_b; i++) {
756 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
757 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
760 /* Render */
761 for (i = 0; i <= This->num_contained_render_states; i++) {
762 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
763 This->renderState[This->contained_render_states[i]]);
765 /* Texture states */
766 for (i = 0; i < This->num_contained_tss_states; i++) {
767 DWORD stage = This->contained_tss_states[i].stage;
768 DWORD state = This->contained_tss_states[i].state;
769 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
770 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
771 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
772 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
774 /* Sampler states */
775 for (i = 0; i < This->num_contained_sampler_states; i++) {
776 DWORD stage = This->contained_sampler_states[i].stage;
777 DWORD state = This->contained_sampler_states[i].state;
778 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
779 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
780 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
783 for (i = 0; i < This->num_contained_transform_states; i++) {
784 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
785 &This->transforms[This->contained_transform_states[i]]);
788 if (This->changed.indices) {
789 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
790 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
793 if (This->changed.vertexDecl) {
794 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
797 if (This->changed.material ) {
798 IWineD3DDevice_SetMaterial(pDevice, &This->material);
801 if (This->changed.viewport) {
802 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
805 if (This->changed.scissorRect) {
806 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
809 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
810 for (i=0; i<MAX_STREAMS; i++) {
811 if (This->changed.streamSource[i])
812 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
814 if (This->changed.streamFreq[i])
815 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
817 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
818 if (This->changed.textures[j]) {
819 if (j < MAX_FRAGMENT_SAMPLERS) {
820 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
821 } else {
822 IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
827 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
828 if (This->changed.clipplane[i]) {
829 float clip[4];
831 clip[0] = This->clipplane[i][0];
832 clip[1] = This->clipplane[i][1];
833 clip[2] = This->clipplane[i][2];
834 clip[3] = This->clipplane[i][3];
835 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
839 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
840 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
841 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
842 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
843 This->vertexShaderConstantF + i * 4, 1);
845 for (i = 0; i < MAX_CONST_I; i++) {
846 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
847 This->vertexShaderConstantI + i * 4, 1);
849 for (i = 0; i < MAX_CONST_B; i++) {
850 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
851 This->vertexShaderConstantB + i, 1);
854 apply_lights(pDevice, This);
856 for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
857 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
859 for(j = 0; j < MAX_TEXTURES; j++) {
860 for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
861 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
862 This->textureState[j][SavedVertexStates_T[i]]);
866 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
867 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
868 IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
869 This->samplerState[j][SavedVertexStates_S[i]]);
872 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
873 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
874 IWineD3DDevice_SetSamplerState(pDevice,
875 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
876 SavedVertexStates_S[i],
877 This->samplerState[j][SavedVertexStates_S[i]]);
880 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
881 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
882 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
883 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
884 This->pixelShaderConstantF + i * 4, 1);
886 for (i = 0; i < MAX_CONST_I; i++) {
887 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
888 This->pixelShaderConstantI + i * 4, 1);
890 for (i = 0; i < MAX_CONST_B; i++) {
891 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
892 This->pixelShaderConstantB + i, 1);
895 for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
896 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
898 for(j = 0; j < MAX_TEXTURES; j++) {
899 for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
900 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
901 This->textureState[j][SavedPixelStates_T[i]]);
905 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
906 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
907 IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
908 This->samplerState[j][SavedPixelStates_S[i]]);
911 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
912 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
913 IWineD3DDevice_SetSamplerState(pDevice,
914 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
915 SavedPixelStates_S[i],
916 This->samplerState[j][SavedPixelStates_S[i]]);
919 } else if(This->blockType == WINED3DSBT_ALL) {
920 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
921 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
922 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
923 This->vertexShaderConstantF + i * 4, 1);
925 for (i = 0; i < MAX_CONST_I; i++) {
926 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
927 This->vertexShaderConstantI + i * 4, 1);
929 for (i = 0; i < MAX_CONST_B; i++) {
930 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
931 This->vertexShaderConstantB + i, 1);
934 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
935 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
936 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
937 This->pixelShaderConstantF + i * 4, 1);
939 for (i = 0; i < MAX_CONST_I; i++) {
940 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
941 This->pixelShaderConstantI + i * 4, 1);
943 for (i = 0; i < MAX_CONST_B; i++) {
944 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
945 This->pixelShaderConstantB + i, 1);
948 apply_lights(pDevice, This);
950 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
951 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
953 for(j = 0; j < MAX_TEXTURES; j++) {
954 for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
955 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
959 /* Skip unused values between TEXTURE8 and WORLD0 ? */
960 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
961 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
963 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
964 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
965 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
966 IWineD3DDevice_SetMaterial(pDevice, &This->material);
967 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
968 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
970 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
971 for (i=0; i<MAX_STREAMS; i++) {
972 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
973 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
975 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
976 UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
978 IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
979 for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
980 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
983 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
984 float clip[4];
986 clip[0] = This->clipplane[i][0];
987 clip[1] = This->clipplane[i][1];
988 clip[2] = This->clipplane[i][2];
989 clip[3] = This->clipplane[i][3];
990 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
994 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
995 for(j = 0; j < MAX_TEXTURES - 1; j++) {
996 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
997 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
998 break;
1001 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1003 return WINED3D_OK;
1006 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1007 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1008 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
1009 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
1010 union {
1011 WINED3DLINEPATTERN lp;
1012 DWORD d;
1013 } lp;
1014 union {
1015 float f;
1016 DWORD d;
1017 } tmpfloat;
1018 unsigned int i;
1019 IWineD3DSwapChain *swapchain;
1020 IWineD3DSurface *backbuffer;
1021 WINED3DSURFACE_DESC desc = {0};
1022 UINT width, height;
1023 RECT scissorrect;
1024 HRESULT hr;
1026 /* Note this may have a large overhead but it should only be executed
1027 once, in order to initialize the complete state of the device and
1028 all opengl equivalents */
1029 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1030 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1031 This->blockType = WINED3DSBT_INIT;
1033 /* Set some of the defaults for lights, transforms etc */
1034 memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1035 memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1036 for (i = 0; i < 256; ++i) {
1037 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1040 TRACE("Render states\n");
1041 /* Render states: */
1042 if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1043 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1044 } else {
1045 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1047 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1048 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1049 lp.lp.wRepeatFactor = 0;
1050 lp.lp.wLinePattern = 0;
1051 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1052 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1053 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1054 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1055 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1056 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1057 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1058 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1059 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1060 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1061 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1062 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1063 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1064 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1065 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1066 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1067 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1068 tmpfloat.f = 0.0f;
1069 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1070 tmpfloat.f = 1.0f;
1071 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1072 tmpfloat.f = 1.0f;
1073 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1074 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1075 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1076 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1077 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1078 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1079 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1080 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1081 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1082 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1083 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1084 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1085 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1086 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1087 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1088 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1089 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1090 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1091 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1092 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1093 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1094 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1095 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1096 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1097 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1098 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1099 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1100 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1101 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1102 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1103 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1104 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1105 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1106 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1107 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1108 tmpfloat.f = 1.0f;
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1110 tmpfloat.f = 1.0f;
1111 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1113 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1114 tmpfloat.f = 1.0f;
1115 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1116 tmpfloat.f = 0.0f;
1117 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1118 tmpfloat.f = 0.0f;
1119 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1120 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1121 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1122 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1123 tmpfloat.f = 1.0f;
1124 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1125 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1126 tmpfloat.f = 64.0f;
1127 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1130 tmpfloat.f = 0.0f;
1131 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1132 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1133 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1134 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1135 /* states new in d3d9 */
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1138 tmpfloat.f = 1.0f;
1139 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1141 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1142 tmpfloat.f = 0.0f;
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1144 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1145 tmpfloat.f = 1.0f;
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1147 tmpfloat.f = 0.0f;
1148 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1150 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1151 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1152 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1153 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1154 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1155 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1156 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1157 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1158 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1159 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1160 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1161 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1163 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1164 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1165 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1166 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1167 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1168 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1169 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1170 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1171 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1174 /* clipping status */
1175 This->clip_status.ClipUnion = 0;
1176 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1178 /* Texture Stage States - Put directly into state block, we will call function below */
1179 for (i = 0; i < MAX_TEXTURES; i++) {
1180 TRACE("Setting up default texture states for texture Stage %d\n", i);
1181 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1182 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1183 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1184 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1185 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1186 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1187 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1188 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
1189 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
1190 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
1191 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
1192 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1193 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
1194 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
1195 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1196 This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1197 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1198 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1199 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1201 This->lowest_disabled_stage = 1;
1203 /* Sampler states*/
1204 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1205 TRACE("Setting up default samplers states for sampler %d\n", i);
1206 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1207 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1208 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1209 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1210 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1211 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1212 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1213 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1214 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1215 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1216 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1217 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1218 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1221 for(i = 0; i < GL_LIMITS(textures); i++) {
1222 /* Note: This avoids calling SetTexture, so pretend it has been called */
1223 This->changed.textures[i] = TRUE;
1224 This->textures[i] = NULL;
1227 /* Set the default scissor rect values */
1228 desc.Width = &width;
1229 desc.Height = &height;
1231 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1232 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1233 if( hr == WINED3D_OK && swapchain != NULL) {
1234 WINED3DVIEWPORT vp;
1236 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1237 if( hr == WINED3D_OK && backbuffer != NULL) {
1238 IWineD3DSurface_GetDesc(backbuffer, &desc);
1239 IWineD3DSurface_Release(backbuffer);
1241 scissorrect.left = 0;
1242 scissorrect.right = width;
1243 scissorrect.top = 0;
1244 scissorrect.bottom = height;
1245 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1246 if( hr != WINED3D_OK ) {
1247 ERR("This should never happen, expect rendering issues!\n");
1251 /* Set the default viewport */
1252 vp.X = 0;
1253 vp.Y = 0;
1254 vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1255 vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1256 vp.MinZ = 0.0f;
1257 vp.MaxZ = 1.0f;
1258 IWineD3DDevice_SetViewport(device, &vp);
1260 IWineD3DSwapChain_Release(swapchain);
1263 TRACE("-----------------------> Device defaults now set up...\n");
1264 return WINED3D_OK;
1267 /**********************************************************
1268 * IWineD3DStateBlock VTbl follows
1269 **********************************************************/
1271 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1273 /* IUnknown */
1274 IWineD3DStateBlockImpl_QueryInterface,
1275 IWineD3DStateBlockImpl_AddRef,
1276 IWineD3DStateBlockImpl_Release,
1277 /* IWineD3DStateBlock */
1278 IWineD3DStateBlockImpl_GetParent,
1279 IWineD3DStateBlockImpl_GetDevice,
1280 IWineD3DStateBlockImpl_Capture,
1281 IWineD3DStateBlockImpl_Apply,
1282 IWineD3DStateBlockImpl_InitStartupStateBlock