2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
34 /** Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
37 HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
) {
39 IWineD3DStateBlockImpl
*This
= object
;
41 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
43 /* Allocate space for floating point constants */
44 object
->pixelShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
45 WINED3D_MEMCHECK(object
->pixelShaderConstantF
);
46 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(pshader_constantsF
));
47 WINED3D_MEMCHECK(object
->changed
.pixelShaderConstantsF
);
48 object
->vertexShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
49 WINED3D_MEMCHECK(object
->vertexShaderConstantF
);
50 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(vshader_constantsF
));
51 WINED3D_MEMCHECK(object
->changed
.vertexShaderConstantsF
);
52 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(vshader_constantsF
));
53 WINED3D_MEMCHECK(object
->contained_vs_consts_f
);
54 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(pshader_constantsF
));
55 WINED3D_MEMCHECK(object
->contained_ps_consts_f
);
57 list_init(&object
->set_vconstantsF
);
58 list_init(&object
->set_pconstantsF
);
60 #undef WINED3D_MEMCHECK
65 /** Copy all members of one stateblock to another */
66 void stateblock_savedstates_copy(
67 IWineD3DStateBlock
* iface
,
69 SAVEDSTATES
* source
) {
71 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
72 unsigned bsize
= sizeof(BOOL
);
75 dest
->indices
= source
->indices
;
76 dest
->material
= source
->material
;
77 dest
->fvf
= source
->fvf
;
78 dest
->viewport
= source
->viewport
;
79 dest
->vertexDecl
= source
->vertexDecl
;
80 dest
->pixelShader
= source
->pixelShader
;
81 dest
->vertexShader
= source
->vertexShader
;
82 dest
->scissorRect
= dest
->scissorRect
;
84 /* Fixed size arrays */
85 memcpy(dest
->streamSource
, source
->streamSource
, bsize
* MAX_STREAMS
);
86 memcpy(dest
->streamFreq
, source
->streamFreq
, bsize
* MAX_STREAMS
);
87 memcpy(dest
->textures
, source
->textures
, bsize
* MAX_COMBINED_SAMPLERS
);
88 memcpy(dest
->transform
, source
->transform
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
89 memcpy(dest
->renderState
, source
->renderState
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
90 memcpy(dest
->textureState
, source
->textureState
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
91 memcpy(dest
->samplerState
, source
->samplerState
, bsize
* MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
92 memcpy(dest
->clipplane
, source
->clipplane
, bsize
* MAX_CLIPPLANES
);
93 memcpy(dest
->pixelShaderConstantsB
, source
->pixelShaderConstantsB
, bsize
* MAX_CONST_B
);
94 memcpy(dest
->pixelShaderConstantsI
, source
->pixelShaderConstantsI
, bsize
* MAX_CONST_I
);
95 memcpy(dest
->vertexShaderConstantsB
, source
->vertexShaderConstantsB
, bsize
* MAX_CONST_B
);
96 memcpy(dest
->vertexShaderConstantsI
, source
->vertexShaderConstantsI
, bsize
* MAX_CONST_I
);
98 /* Dynamically sized arrays */
99 memcpy(dest
->pixelShaderConstantsF
, source
->pixelShaderConstantsF
, bsize
* GL_LIMITS(pshader_constantsF
));
100 memcpy(dest
->vertexShaderConstantsF
, source
->vertexShaderConstantsF
, bsize
* GL_LIMITS(vshader_constantsF
));
103 /** Set all members of a stateblock savedstate to the given value */
104 void stateblock_savedstates_set(
105 IWineD3DStateBlock
* iface
,
109 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
110 unsigned bsize
= sizeof(BOOL
);
113 states
->indices
= value
;
114 states
->material
= value
;
116 states
->viewport
= value
;
117 states
->vertexDecl
= value
;
118 states
->pixelShader
= value
;
119 states
->vertexShader
= value
;
120 states
->scissorRect
= value
;
122 /* Fixed size arrays */
123 memset(states
->streamSource
, value
, bsize
* MAX_STREAMS
);
124 memset(states
->streamFreq
, value
, bsize
* MAX_STREAMS
);
125 memset(states
->textures
, value
, bsize
* MAX_COMBINED_SAMPLERS
);
126 memset(states
->transform
, value
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
127 memset(states
->renderState
, value
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
128 memset(states
->textureState
, value
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
129 memset(states
->samplerState
, value
, bsize
* MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
130 memset(states
->clipplane
, value
, bsize
* MAX_CLIPPLANES
);
131 memset(states
->pixelShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
132 memset(states
->pixelShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
133 memset(states
->vertexShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
134 memset(states
->vertexShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
136 /* Dynamically sized arrays */
137 memset(states
->pixelShaderConstantsF
, value
, bsize
* GL_LIMITS(pshader_constantsF
));
138 memset(states
->vertexShaderConstantsF
, value
, bsize
* GL_LIMITS(vshader_constantsF
));
141 void stateblock_copy(
142 IWineD3DStateBlock
* destination
,
143 IWineD3DStateBlock
* source
) {
146 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)source
;
147 IWineD3DStateBlockImpl
*Dest
= (IWineD3DStateBlockImpl
*)destination
;
149 /* IUnknown fields */
150 Dest
->lpVtbl
= This
->lpVtbl
;
151 Dest
->ref
= This
->ref
;
153 /* IWineD3DStateBlock information */
154 Dest
->parent
= This
->parent
;
155 Dest
->wineD3DDevice
= This
->wineD3DDevice
;
156 Dest
->blockType
= This
->blockType
;
159 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
162 Dest
->fvf
= This
->fvf
;
163 Dest
->vertexDecl
= This
->vertexDecl
;
164 Dest
->vertexShader
= This
->vertexShader
;
165 Dest
->streamIsUP
= This
->streamIsUP
;
166 Dest
->pIndexData
= This
->pIndexData
;
167 Dest
->baseVertexIndex
= This
->baseVertexIndex
;
168 /* Dest->lights = This->lights; */
169 Dest
->clip_status
= This
->clip_status
;
170 Dest
->viewport
= This
->viewport
;
171 Dest
->material
= This
->material
;
172 Dest
->pixelShader
= This
->pixelShader
;
173 Dest
->glsl_program
= This
->glsl_program
;
174 Dest
->scissorRect
= This
->scissorRect
;
177 memset(This
->activeLights
, 0, sizeof(This
->activeLights
));
178 for(l
= 0; l
< LIGHTMAP_SIZE
; l
++) {
179 struct list
*e1
, *e2
;
180 LIST_FOR_EACH_SAFE(e1
, e2
, &Dest
->lightMap
[l
]) {
181 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
182 list_remove(&light
->entry
);
183 HeapFree(GetProcessHeap(), 0, light
);
186 LIST_FOR_EACH(e1
, &This
->lightMap
[l
]) {
187 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
), *light2
;
188 light2
= HeapAlloc(GetProcessHeap(), 0, sizeof(*light
));
190 list_add_tail(&Dest
->lightMap
[l
], &light2
->entry
);
191 if(light2
->glIndex
!= -1) Dest
->activeLights
[light2
->glIndex
] = light2
;
195 /* Fixed size arrays */
196 memcpy(Dest
->vertexShaderConstantB
, This
->vertexShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
197 memcpy(Dest
->vertexShaderConstantI
, This
->vertexShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
198 memcpy(Dest
->pixelShaderConstantB
, This
->pixelShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
199 memcpy(Dest
->pixelShaderConstantI
, This
->pixelShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
201 memcpy(Dest
->streamStride
, This
->streamStride
, sizeof(UINT
) * MAX_STREAMS
);
202 memcpy(Dest
->streamOffset
, This
->streamOffset
, sizeof(UINT
) * MAX_STREAMS
);
203 memcpy(Dest
->streamSource
, This
->streamSource
, sizeof(IWineD3DVertexBuffer
*) * MAX_STREAMS
);
204 memcpy(Dest
->streamFreq
, This
->streamFreq
, sizeof(UINT
) * MAX_STREAMS
);
205 memcpy(Dest
->streamFlags
, This
->streamFlags
, sizeof(UINT
) * MAX_STREAMS
);
206 memcpy(Dest
->transforms
, This
->transforms
, sizeof(WINED3DMATRIX
) * (HIGHEST_TRANSFORMSTATE
+ 1));
207 memcpy(Dest
->clipplane
, This
->clipplane
, sizeof(double) * MAX_CLIPPLANES
* 4);
208 memcpy(Dest
->renderState
, This
->renderState
, sizeof(DWORD
) * (WINEHIGHEST_RENDER_STATE
+ 1));
209 memcpy(Dest
->textures
, This
->textures
, sizeof(IWineD3DBaseTexture
*) * MAX_COMBINED_SAMPLERS
);
210 memcpy(Dest
->textureDimensions
, This
->textureDimensions
, sizeof(int) * 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
);
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);
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);
252 constants_entry
*constant
, *constant2
;
255 /* type 0 represents the primary stateblock, so free all the resources */
256 if (This
->blockType
== WINED3DSBT_INIT
) {
257 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
258 for (counter
= 0; counter
< MAX_COMBINED_SAMPLERS
; counter
++) {
259 if (This
->textures
[counter
]) {
260 /* release our 'internal' hold on the texture */
261 if(0 != IWineD3DBaseTexture_Release(This
->textures
[counter
])) {
262 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter
, This
->textures
[counter
]);
268 for (counter
= 0; counter
< MAX_STREAMS
; counter
++) {
269 if(This
->streamSource
[counter
]) {
270 if(0 != IWineD3DVertexBuffer_Release(This
->streamSource
[counter
])) {
271 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter
, This
->streamSource
[counter
]);
275 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
276 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
277 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
279 for(counter
= 0; counter
< LIGHTMAP_SIZE
; counter
++) {
280 struct list
*e1
, *e2
;
281 LIST_FOR_EACH_SAFE(e1
, e2
, &This
->lightMap
[counter
]) {
282 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
283 list_remove(&light
->entry
);
284 HeapFree(GetProcessHeap(), 0, light
);
288 HeapFree(GetProcessHeap(), 0, This
->vertexShaderConstantF
);
289 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
290 HeapFree(GetProcessHeap(), 0, This
->pixelShaderConstantF
);
291 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
292 HeapFree(GetProcessHeap(), 0, This
->contained_vs_consts_f
);
293 HeapFree(GetProcessHeap(), 0, This
->contained_ps_consts_f
);
295 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant2
, &This
->set_vconstantsF
, constants_entry
, entry
) {
296 HeapFree(GetProcessHeap(), 0, constant
);
299 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant2
, &This
->set_pconstantsF
, constants_entry
, entry
) {
300 HeapFree(GetProcessHeap(), 0, constant
);
303 HeapFree(GetProcessHeap(), 0, This
);
308 /**********************************************************
309 * IWineD3DStateBlockImpl parts follows
310 **********************************************************/
311 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
312 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
313 IUnknown_AddRef(This
->parent
);
314 *pParent
= This
->parent
;
318 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
320 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
322 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
323 IWineD3DDevice_AddRef(*ppDevice
);
328 static inline void record_lights(IWineD3DStateBlockImpl
*This
, IWineD3DStateBlockImpl
*targetStateBlock
) {
331 /* Lights... For a recorded state block, we just had a chain of actions to perform,
332 * so we need to walk that chain and update any actions which differ
334 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
336 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
337 BOOL updated
= FALSE
;
338 PLIGHTINFOEL
*src
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
), *realLight
;
339 if(!src
->changed
|| !src
->enabledChanged
) continue;
341 /* Look up the light in the destination */
342 LIST_FOR_EACH(f
, &targetStateBlock
->lightMap
[i
]) {
343 realLight
= LIST_ENTRY(f
, PLIGHTINFOEL
, entry
);
344 if(realLight
->OriginalIndex
== src
->OriginalIndex
) {
346 src
->OriginalParms
= realLight
->OriginalParms
;
348 if(src
->enabledChanged
) {
349 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
350 * or disabled -> enabled -> disabled changes
352 if(realLight
->glIndex
== -1 && src
->glIndex
!= -1) {
354 This
->activeLights
[src
->glIndex
] = NULL
;
355 } else if(realLight
->glIndex
!= -1 && src
->glIndex
== -1){
357 This
->activeLights
[realLight
->glIndex
] = src
;
359 src
->glIndex
= realLight
->glIndex
;
367 /* Found a light, all done, proceed with next hash entry */
369 } else if(src
->changed
) {
370 /* Otherwise assign defaul params */
371 src
->OriginalParms
= WINED3D_default_light
;
373 /* Not enabled by default */
380 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
382 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
383 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
386 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
388 /* If not recorded, then update can just recapture */
389 if (This
->blockType
== WINED3DSBT_RECORDED
) {
391 /* Recorded => Only update 'changed' values */
392 if (This
->changed
.vertexShader
&& This
->vertexShader
!= targetStateBlock
->vertexShader
) {
393 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
395 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
396 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
397 This
->vertexShader
= targetStateBlock
->vertexShader
;
400 /* Vertex Shader Float Constants */
401 for (j
= 0; j
< This
->num_contained_vs_consts_f
; ++j
) {
402 i
= This
->contained_vs_consts_f
[j
];
403 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
404 targetStateBlock
->vertexShaderConstantF
[i
* 4],
405 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1],
406 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2],
407 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3]);
409 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
410 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
411 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
412 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
415 /* Vertex Shader Integer Constants */
416 for (j
= 0; j
< This
->num_contained_vs_consts_i
; ++j
) {
417 i
= This
->contained_vs_consts_i
[j
];
418 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
419 targetStateBlock
->vertexShaderConstantI
[i
* 4],
420 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1],
421 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2],
422 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3]);
424 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
425 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
426 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
427 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
430 /* Vertex Shader Boolean Constants */
431 for (j
= 0; j
< This
->num_contained_vs_consts_b
; ++j
) {
432 i
= This
->contained_vs_consts_b
[j
];
433 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
434 targetStateBlock
->vertexShaderConstantB
[i
]? "TRUE":"FALSE");
436 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
439 /* Pixel Shader Float Constants */
440 for (j
= 0; j
< This
->num_contained_ps_consts_f
; ++j
) {
441 i
= This
->contained_ps_consts_f
[j
];
442 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
443 targetStateBlock
->pixelShaderConstantF
[i
* 4],
444 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1],
445 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2],
446 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3]);
448 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
449 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
450 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
451 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
454 /* Pixel Shader Integer Constants */
455 for (j
= 0; j
< This
->num_contained_ps_consts_i
; ++j
) {
456 i
= This
->contained_ps_consts_i
[j
];
457 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
458 targetStateBlock
->pixelShaderConstantI
[i
* 4],
459 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1],
460 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2],
461 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3]);
463 This
->pixelShaderConstantI
[i
* 4] = targetStateBlock
->pixelShaderConstantI
[i
* 4];
464 This
->pixelShaderConstantI
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1];
465 This
->pixelShaderConstantI
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2];
466 This
->pixelShaderConstantI
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3];
469 /* Pixel Shader Boolean Constants */
470 for (j
= 0; j
< This
->num_contained_ps_consts_b
; ++j
) {
471 i
= This
->contained_ps_consts_b
[j
];
472 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
473 targetStateBlock
->pixelShaderConstantB
[i
]? "TRUE":"FALSE");
475 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
478 /* Others + Render & Texture */
479 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
480 TRACE("Updating transform %d\n", i
);
481 This
->transforms
[This
->contained_transform_states
[i
]] =
482 targetStateBlock
->transforms
[This
->contained_transform_states
[i
]];
485 if (This
->changed
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
486 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
487 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
488 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
489 if(targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
490 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
491 This
->pIndexData
= targetStateBlock
->pIndexData
;
492 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
495 if(This
->changed
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
496 TRACE("Updating vertex declaration from %p to %p\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
498 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
501 if(This
->changed
.fvf
&& This
->fvf
!= targetStateBlock
->fvf
){
502 This
->fvf
= targetStateBlock
->fvf
;
505 if (This
->changed
.material
&& memcmp(&targetStateBlock
->material
,
507 sizeof(WINED3DMATERIAL
)) != 0) {
508 TRACE("Updating material\n");
509 This
->material
= targetStateBlock
->material
;
512 if (This
->changed
.viewport
&& memcmp(&targetStateBlock
->viewport
,
514 sizeof(WINED3DVIEWPORT
)) != 0) {
515 TRACE("Updating viewport\n");
516 This
->viewport
= targetStateBlock
->viewport
;
519 if(This
->changed
.scissorRect
&& memcmp(&targetStateBlock
->scissorRect
,
521 sizeof(targetStateBlock
->scissorRect
)))
523 TRACE("Updating scissor rect\n");
524 targetStateBlock
->scissorRect
= This
->scissorRect
;
527 for (i
= 0; i
< MAX_STREAMS
; i
++) {
528 if (This
->changed
.streamSource
[i
] &&
529 ((This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]) ||
530 (This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
]))) {
531 TRACE("Updating stream source %d to %p, stride to %d\n", i
, targetStateBlock
->streamSource
[i
],
532 targetStateBlock
->streamStride
[i
]);
533 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
534 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
535 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
536 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
539 if (This
->changed
.streamFreq
[i
] &&
540 (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
541 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])){
542 TRACE("Updating stream frequency %d to %d flags to %d\n", i
, targetStateBlock
->streamFreq
[i
] ,
543 targetStateBlock
->streamFlags
[i
]);
544 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
545 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
549 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
550 if (This
->changed
.clipplane
[i
] && memcmp(&targetStateBlock
->clipplane
[i
],
552 sizeof(This
->clipplane
)) != 0) {
554 TRACE("Updating clipplane %d\n", i
);
555 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
556 sizeof(This
->clipplane
));
561 for (i
= 0; i
< This
->num_contained_render_states
; i
++) {
562 TRACE("Updating renderState %d to %d\n",
563 This
->contained_render_states
[i
], targetStateBlock
->renderState
[This
->contained_render_states
[i
]]);
564 This
->renderState
[This
->contained_render_states
[i
]] = targetStateBlock
->renderState
[This
->contained_render_states
[i
]];
568 for (j
= 0; j
< This
->num_contained_tss_states
; j
++) {
569 DWORD stage
= This
->contained_tss_states
[j
].stage
;
570 DWORD state
= This
->contained_tss_states
[j
].state
;
572 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage
,state
,
573 targetStateBlock
->textureState
[stage
][state
], This
->textureState
[stage
][state
]);
574 This
->textureState
[stage
][state
] = targetStateBlock
->textureState
[stage
][state
];
578 /* TODO: move over to using memcpy */
579 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
580 if (This
->changed
.textures
[j
]) {
581 TRACE("Updating texture %d to %p (was %p)\n", j
, targetStateBlock
->textures
[j
], This
->textures
[j
]);
582 This
->textures
[j
] = targetStateBlock
->textures
[j
];
586 for (j
= 0; j
< This
->num_contained_sampler_states
; j
++) {
587 DWORD stage
= This
->contained_sampler_states
[j
].stage
;
588 DWORD state
= This
->contained_sampler_states
[j
].state
;
589 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
590 stage
, state
, targetStateBlock
->samplerState
[stage
][state
],
591 This
->samplerState
[stage
][state
]);
592 This
->samplerState
[stage
][state
] = targetStateBlock
->samplerState
[stage
][state
];
594 if(This
->changed
.pixelShader
&& This
->pixelShader
!= targetStateBlock
->pixelShader
) {
595 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
596 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
597 This
->pixelShader
= targetStateBlock
->pixelShader
;
600 record_lights(This
, targetStateBlock
);
601 } else if(This
->blockType
== WINED3DSBT_ALL
) {
602 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
603 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
604 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
605 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
606 memcpy(This
->streamStride
, targetStateBlock
->streamStride
, sizeof(This
->streamStride
));
607 memcpy(This
->streamOffset
, targetStateBlock
->streamOffset
, sizeof(This
->streamOffset
));
608 memcpy(This
->streamFreq
, targetStateBlock
->streamFreq
, sizeof(This
->streamFreq
));
609 memcpy(This
->streamFlags
, targetStateBlock
->streamFlags
, sizeof(This
->streamFlags
));
610 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
611 memcpy(This
->transforms
, targetStateBlock
->transforms
, sizeof(This
->transforms
));
612 record_lights(This
, targetStateBlock
);
613 memcpy(This
->clipplane
, targetStateBlock
->clipplane
, sizeof(This
->clipplane
));
614 This
->clip_status
= targetStateBlock
->clip_status
;
615 This
->viewport
= targetStateBlock
->viewport
;
616 This
->material
= targetStateBlock
->material
;
617 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
618 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
619 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
620 memcpy(This
->renderState
, targetStateBlock
->renderState
, sizeof(This
->renderState
));
621 memcpy(This
->textures
, targetStateBlock
->textures
, sizeof(This
->textures
));
622 memcpy(This
->textureDimensions
, targetStateBlock
->textureDimensions
, sizeof(This
->textureDimensions
));
623 memcpy(This
->textureState
, targetStateBlock
->textureState
, sizeof(This
->textureState
));
624 memcpy(This
->samplerState
, targetStateBlock
->samplerState
, sizeof(This
->samplerState
));
625 This
->scissorRect
= targetStateBlock
->scissorRect
;
627 if(targetStateBlock
->pIndexData
!= This
->pIndexData
) {
628 if(targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
629 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
630 This
->pIndexData
= targetStateBlock
->pIndexData
;
632 for(i
= 0; i
< MAX_STREAMS
; i
++) {
633 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
634 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
635 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
636 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
639 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
640 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
641 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
642 This
->vertexShader
= targetStateBlock
->vertexShader
;
644 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
645 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
646 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
647 This
->pixelShader
= targetStateBlock
->pixelShader
;
649 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
650 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
651 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
652 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
653 record_lights(This
, targetStateBlock
);
654 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
655 This
->renderState
[SavedVertexStates_R
[i
]] = targetStateBlock
->renderState
[SavedVertexStates_R
[i
]];
657 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
658 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
659 This
->samplerState
[j
][SavedVertexStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]];
662 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
663 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
664 This
->textureState
[j
][SavedVertexStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedVertexStates_R
[i
]];
667 for(i
= 0; i
< MAX_STREAMS
; i
++) {
668 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
669 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
670 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
671 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
674 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
675 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
676 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
677 This
->vertexShader
= targetStateBlock
->vertexShader
;
679 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
680 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
681 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
682 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
683 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
684 This
->renderState
[SavedPixelStates_R
[i
]] = targetStateBlock
->renderState
[SavedPixelStates_R
[i
]];
686 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
687 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
688 This
->samplerState
[j
][SavedPixelStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]];
691 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
692 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
693 This
->textureState
[j
][SavedPixelStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedPixelStates_R
[i
]];
696 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
697 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
698 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
699 This
->pixelShader
= targetStateBlock
->pixelShader
;
703 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
708 static inline void apply_lights(IWineD3DDevice
*pDevice
, IWineD3DStateBlockImpl
*This
) {
710 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
713 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
714 PLIGHTINFOEL
*light
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
);
717 IWineD3DDevice_SetLight(pDevice
, light
->OriginalIndex
, &light
->OriginalParms
);
719 if(light
->enabledChanged
) {
720 IWineD3DDevice_SetLightEnable(pDevice
, light
->OriginalIndex
, light
->glIndex
!= -1);
726 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
727 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
728 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
730 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
731 should really perform a delta so that only the changes get updated*/
736 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
738 TRACE("Blocktype: %d\n", This
->blockType
);
740 if(This
->blockType
== WINED3DSBT_RECORDED
) {
741 if (This
->changed
.vertexShader
) {
742 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
744 /* Vertex Shader Constants */
745 for (i
= 0; i
< This
->num_contained_vs_consts_f
; i
++) {
746 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, This
->contained_vs_consts_f
[i
],
747 This
->vertexShaderConstantF
+ This
->contained_vs_consts_f
[i
] * 4, 1);
749 for (i
= 0; i
< This
->num_contained_vs_consts_i
; i
++) {
750 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, This
->contained_vs_consts_i
[i
],
751 This
->vertexShaderConstantI
+ This
->contained_vs_consts_i
[i
] * 4, 1);
753 for (i
= 0; i
< This
->num_contained_vs_consts_b
; i
++) {
754 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, This
->contained_vs_consts_b
[i
],
755 This
->vertexShaderConstantB
+ This
->contained_vs_consts_b
[i
], 1);
758 apply_lights(pDevice
, This
);
760 if (This
->changed
.pixelShader
) {
761 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
763 /* Pixel Shader Constants */
764 for (i
= 0; i
< This
->num_contained_ps_consts_f
; i
++) {
765 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, This
->contained_ps_consts_f
[i
],
766 This
->pixelShaderConstantF
+ This
->contained_ps_consts_f
[i
] * 4, 1);
768 for (i
= 0; i
< This
->num_contained_ps_consts_i
; i
++) {
769 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, This
->contained_ps_consts_i
[i
],
770 This
->pixelShaderConstantI
+ This
->contained_ps_consts_i
[i
] * 4, 1);
772 for (i
= 0; i
< This
->num_contained_ps_consts_b
; i
++) {
773 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, This
->contained_ps_consts_b
[i
],
774 This
->pixelShaderConstantB
+ This
->contained_ps_consts_b
[i
], 1);
778 for (i
= 0; i
<= This
->num_contained_render_states
; i
++) {
779 IWineD3DDevice_SetRenderState(pDevice
, This
->contained_render_states
[i
],
780 This
->renderState
[This
->contained_render_states
[i
]]);
783 for (i
= 0; i
< This
->num_contained_tss_states
; i
++) {
784 DWORD stage
= This
->contained_tss_states
[i
].stage
;
785 DWORD state
= This
->contained_tss_states
[i
].state
;
786 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[stage
][state
] = This
->textureState
[stage
][state
];
787 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[stage
][state
] = TRUE
;
788 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
789 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_TEXTURESTAGE(stage
, state
));
792 for (i
= 0; i
< This
->num_contained_sampler_states
; i
++) {
793 DWORD stage
= This
->contained_sampler_states
[i
].stage
;
794 DWORD state
= This
->contained_sampler_states
[i
].state
;
795 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[stage
][state
] = This
->samplerState
[stage
][state
];
796 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[stage
][state
] = TRUE
;
797 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_SAMPLER(stage
));
800 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
801 IWineD3DDevice_SetTransform(pDevice
, This
->contained_transform_states
[i
],
802 &This
->transforms
[This
->contained_transform_states
[i
]]);
805 if (This
->changed
.indices
) {
806 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
807 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
810 if (This
->changed
.fvf
) {
811 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
814 if (This
->changed
.vertexDecl
) {
815 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
818 if (This
->changed
.material
) {
819 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
822 if (This
->changed
.viewport
) {
823 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
826 if (This
->changed
.scissorRect
) {
827 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
830 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
831 for (i
=0; i
<MAX_STREAMS
; i
++) {
832 if (This
->changed
.streamSource
[i
])
833 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
835 if (This
->changed
.streamFreq
[i
])
836 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
838 for (j
= 0 ; j
< MAX_COMBINED_SAMPLERS
; j
++){
839 if (This
->changed
.textures
[j
]) {
840 if (j
< MAX_FRAGMENT_SAMPLERS
) {
841 IWineD3DDevice_SetTexture(pDevice
, j
, This
->textures
[j
]);
843 IWineD3DDevice_SetTexture(pDevice
, WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
, This
->textures
[j
]);
848 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
849 if (This
->changed
.clipplane
[i
]) {
852 clip
[0] = This
->clipplane
[i
][0];
853 clip
[1] = This
->clipplane
[i
][1];
854 clip
[2] = This
->clipplane
[i
][2];
855 clip
[3] = This
->clipplane
[i
][3];
856 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
860 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
861 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
862 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
863 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
864 This
->vertexShaderConstantF
+ i
* 4, 1);
866 for (i
= 0; i
< MAX_CONST_I
; i
++) {
867 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
868 This
->vertexShaderConstantI
+ i
* 4, 1);
870 for (i
= 0; i
< MAX_CONST_B
; i
++) {
871 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
872 This
->vertexShaderConstantB
+ i
, 1);
875 apply_lights(pDevice
, This
);
877 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
878 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
880 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
881 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
882 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedVertexStates_T
[i
],
883 This
->textureState
[j
][SavedVertexStates_T
[i
]]);
887 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
888 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
889 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedVertexStates_S
[i
],
890 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
893 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
894 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
895 IWineD3DDevice_SetSamplerState(pDevice
,
896 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
897 SavedVertexStates_S
[i
],
898 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
901 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
902 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
903 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
904 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
905 This
->pixelShaderConstantF
+ i
* 4, 1);
907 for (i
= 0; i
< MAX_CONST_I
; i
++) {
908 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
909 This
->pixelShaderConstantI
+ i
* 4, 1);
911 for (i
= 0; i
< MAX_CONST_B
; i
++) {
912 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
913 This
->pixelShaderConstantB
+ i
, 1);
916 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
917 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
919 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
920 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
921 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedPixelStates_T
[i
],
922 This
->textureState
[j
][SavedPixelStates_T
[i
]]);
926 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
927 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
928 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedPixelStates_S
[i
],
929 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
932 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
933 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
934 IWineD3DDevice_SetSamplerState(pDevice
,
935 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
936 SavedPixelStates_S
[i
],
937 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
940 } else if(This
->blockType
== WINED3DSBT_ALL
) {
941 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
942 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
943 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
944 This
->vertexShaderConstantF
+ i
* 4, 1);
946 for (i
= 0; i
< MAX_CONST_I
; i
++) {
947 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
948 This
->vertexShaderConstantI
+ i
* 4, 1);
950 for (i
= 0; i
< MAX_CONST_B
; i
++) {
951 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
952 This
->vertexShaderConstantB
+ i
, 1);
955 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
956 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
957 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
958 This
->pixelShaderConstantF
+ i
* 4, 1);
960 for (i
= 0; i
< MAX_CONST_I
; i
++) {
961 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
962 This
->pixelShaderConstantI
+ i
* 4, 1);
964 for (i
= 0; i
< MAX_CONST_B
; i
++) {
965 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
966 This
->pixelShaderConstantB
+ i
, 1);
969 apply_lights(pDevice
, This
);
971 for(i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
972 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
974 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
975 for(i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
976 IWineD3DDevice_SetTextureStageState(pDevice
, j
, i
, This
->textureState
[j
][i
]);
980 /* Skip unused values between TEXTURE8 and WORLD0 ? */
981 for(i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
982 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
984 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
985 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
986 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
987 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
988 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
989 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
990 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
992 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
993 for (i
=0; i
<MAX_STREAMS
; i
++) {
994 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
995 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
997 for (j
= 0 ; j
< MAX_COMBINED_SAMPLERS
; j
++){
998 UINT sampler
= j
< MAX_FRAGMENT_SAMPLERS
? j
: WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
;
1000 IWineD3DDevice_SetTexture(pDevice
, sampler
, This
->textures
[j
]);
1001 for(i
= 1; i
< WINED3D_HIGHEST_SAMPLER_STATE
; i
++) {
1002 IWineD3DDevice_SetSamplerState(pDevice
, sampler
, i
, This
->samplerState
[j
][i
]);
1005 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
1008 clip
[0] = This
->clipplane
[i
][0];
1009 clip
[1] = This
->clipplane
[i
][1];
1010 clip
[2] = This
->clipplane
[i
][2];
1011 clip
[3] = This
->clipplane
[i
][3];
1012 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
1016 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= MAX_TEXTURES
- 1;
1017 for(j
= 0; j
< MAX_TEXTURES
- 1; j
++) {
1018 if(((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
) {
1019 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= j
;
1023 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
1028 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
1029 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
1030 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
1031 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
1033 WINED3DLINEPATTERN lp
;
1042 /* Note this may have a large overhead but it should only be executed
1043 once, in order to initialize the complete state of the device and
1044 all opengl equivalents */
1045 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, This
->wineD3DDevice
);
1046 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1047 This
->blockType
= WINED3DSBT_INIT
;
1049 /* Set some of the defaults for lights, transforms etc */
1050 memcpy(&This
->transforms
[WINED3DTS_PROJECTION
], &identity
, sizeof(identity
));
1051 memcpy(&This
->transforms
[WINED3DTS_VIEW
], &identity
, sizeof(identity
));
1052 for (i
= 0; i
< 256; ++i
) {
1053 memcpy(&This
->transforms
[WINED3DTS_WORLDMATRIX(i
)], &identity
, sizeof(identity
));
1056 TRACE("Render states\n");
1057 /* Render states: */
1058 if (ThisDevice
->auto_depth_stencil_buffer
!= NULL
) {
1059 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_TRUE
);
1061 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_FALSE
);
1063 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, WINED3DFILL_SOLID
);
1064 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, WINED3DSHADE_GOURAUD
);
1065 lp
.lp
.wRepeatFactor
= 0;
1066 lp
.lp
.wLinePattern
= 0;
1067 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
1068 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
1069 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
1070 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
1071 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, WINED3DBLEND_ONE
);
1072 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, WINED3DBLEND_ZERO
);
1073 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, WINED3DCULL_CCW
);
1074 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, WINED3DCMP_LESSEQUAL
);
1075 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, WINED3DCMP_ALWAYS
);
1076 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0);
1077 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
1078 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
1079 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
1080 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
1081 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
1082 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
1083 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, WINED3DFOG_NONE
);
1085 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
1087 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
1089 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
1090 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
1091 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
1092 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
1093 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
1094 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1095 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1096 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1097 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILREF
, 0);
1098 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILMASK
, 0xFFFFFFFF);
1099 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1100 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
1101 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
1102 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
1103 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
1104 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
1105 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
1106 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
1107 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
1108 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
1109 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
1110 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
1111 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
1112 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
1113 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, WINED3DFOG_NONE
);
1114 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
1115 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
1116 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
1117 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, WINED3DMCS_COLOR1
);
1118 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, WINED3DMCS_COLOR2
);
1119 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1120 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1121 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, WINED3DVBF_DISABLE
);
1122 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
1123 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
1125 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
1127 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
1128 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
1129 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
1131 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
1133 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
1135 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, tmpfloat
.d
);
1136 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
1137 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
1138 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, WINED3DPATCHEDGE_DISCRETE
);
1140 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
1141 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
1143 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
1144 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
1145 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
1147 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
1148 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, WINED3DBLENDOP_ADD
);
1149 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
1150 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
1151 /* states new in d3d9 */
1152 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
1153 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
1155 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
1156 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
1157 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
1159 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
1160 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
1162 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
1164 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
1165 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
1166 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
1167 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1168 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1169 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1170 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1171 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
1172 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
1173 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
1174 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
1175 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
1176 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
1177 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
1178 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
1179 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
1180 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
1181 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
1182 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
1183 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
1184 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
1185 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
1186 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, WINED3DBLEND_ONE
);
1187 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, WINED3DBLEND_ZERO
);
1188 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, WINED3DBLENDOP_ADD
);
1190 /* clipping status */
1191 This
->clip_status
.ClipUnion
= 0;
1192 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
1194 /* Texture Stage States - Put directly into state block, we will call function below */
1195 for (i
= 0; i
< MAX_TEXTURES
; i
++) {
1196 TRACE("Setting up default texture states for texture Stage %d\n", i
);
1197 memcpy(&This
->transforms
[WINED3DTS_TEXTURE0
+ i
], &identity
, sizeof(identity
));
1198 This
->textureState
[i
][WINED3DTSS_COLOROP
] = (i
==0)? WINED3DTOP_MODULATE
: WINED3DTOP_DISABLE
;
1199 This
->textureState
[i
][WINED3DTSS_COLORARG1
] = WINED3DTA_TEXTURE
;
1200 This
->textureState
[i
][WINED3DTSS_COLORARG2
] = WINED3DTA_CURRENT
;
1201 This
->textureState
[i
][WINED3DTSS_ALPHAOP
] = (i
==0)? WINED3DTOP_SELECTARG1
: WINED3DTOP_DISABLE
;
1202 This
->textureState
[i
][WINED3DTSS_ALPHAARG1
] = WINED3DTA_TEXTURE
;
1203 This
->textureState
[i
][WINED3DTSS_ALPHAARG2
] = WINED3DTA_CURRENT
;
1204 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
] = (DWORD
) 0.0;
1205 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT01
] = (DWORD
) 0.0;
1206 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT10
] = (DWORD
) 0.0;
1207 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT11
] = (DWORD
) 0.0;
1208 This
->textureState
[i
][WINED3DTSS_TEXCOORDINDEX
] = i
;
1209 This
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
] = (DWORD
) 0.0;
1210 This
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
] = (DWORD
) 0.0;
1211 This
->textureState
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] = WINED3DTTFF_DISABLE
;
1212 This
->textureState
[i
][WINED3DTSS_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1213 This
->textureState
[i
][WINED3DTSS_COLORARG0
] = WINED3DTA_CURRENT
;
1214 This
->textureState
[i
][WINED3DTSS_ALPHAARG0
] = WINED3DTA_CURRENT
;
1215 This
->textureState
[i
][WINED3DTSS_RESULTARG
] = WINED3DTA_CURRENT
;
1217 This
->lowest_disabled_stage
= 1;
1220 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; i
++) {
1221 TRACE("Setting up default samplers states for sampler %d\n", i
);
1222 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
1223 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
1224 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1225 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
1226 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1227 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1228 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1229 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1230 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1231 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1232 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0;
1233 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
1234 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 0; /* TODO: Vertex offset in the presampled displacement map */
1237 for(i
= 0; i
< GL_LIMITS(textures
); i
++) {
1238 /* Note: This avoids calling SetTexture, so pretend it has been called */
1239 This
->changed
.textures
[i
] = TRUE
;
1240 This
->textures
[i
] = NULL
;
1243 /* Set default GLSL program to NULL. We won't actually create one
1244 * until the app sets a vertex or pixel shader */
1245 This
->glsl_program
= NULL
;
1247 TRACE("-----------------------> Device defaults now set up...\n");
1251 /**********************************************************
1252 * IWineD3DStateBlock VTbl follows
1253 **********************************************************/
1255 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1258 IWineD3DStateBlockImpl_QueryInterface
,
1259 IWineD3DStateBlockImpl_AddRef
,
1260 IWineD3DStateBlockImpl_Release
,
1261 /* IWineD3DStateBlock */
1262 IWineD3DStateBlockImpl_GetParent
,
1263 IWineD3DStateBlockImpl_GetDevice
,
1264 IWineD3DStateBlockImpl_Capture
,
1265 IWineD3DStateBlockImpl_Apply
,
1266 IWineD3DStateBlockImpl_InitStartupStateBlock