2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 static const DWORD pixel_states_render
[] =
33 WINED3D_RS_ALPHABLENDENABLE
,
36 WINED3D_RS_ALPHATESTENABLE
,
37 WINED3D_RS_ANTIALIASEDLINEENABLE
,
38 WINED3D_RS_BLENDFACTOR
,
40 WINED3D_RS_BLENDOPALPHA
,
41 WINED3D_RS_CCW_STENCILFAIL
,
42 WINED3D_RS_CCW_STENCILPASS
,
43 WINED3D_RS_CCW_STENCILZFAIL
,
44 WINED3D_RS_COLORWRITEENABLE
,
45 WINED3D_RS_COLORWRITEENABLE1
,
46 WINED3D_RS_COLORWRITEENABLE2
,
47 WINED3D_RS_COLORWRITEENABLE3
,
50 WINED3D_RS_DESTBLENDALPHA
,
51 WINED3D_RS_DITHERENABLE
,
53 WINED3D_RS_FOGDENSITY
,
57 WINED3D_RS_SCISSORTESTENABLE
,
58 WINED3D_RS_SEPARATEALPHABLENDENABLE
,
60 WINED3D_RS_SLOPESCALEDEPTHBIAS
,
62 WINED3D_RS_SRCBLENDALPHA
,
63 WINED3D_RS_SRGBWRITEENABLE
,
64 WINED3D_RS_STENCILENABLE
,
65 WINED3D_RS_STENCILFAIL
,
66 WINED3D_RS_STENCILFUNC
,
67 WINED3D_RS_STENCILMASK
,
68 WINED3D_RS_STENCILPASS
,
69 WINED3D_RS_STENCILREF
,
70 WINED3D_RS_STENCILWRITEMASK
,
71 WINED3D_RS_STENCILZFAIL
,
72 WINED3D_RS_TEXTUREFACTOR
,
73 WINED3D_RS_TWOSIDEDSTENCILMODE
,
92 WINED3D_RS_ZWRITEENABLE
,
95 static const DWORD pixel_states_texture
[] =
97 WINED3D_TSS_ALPHA_ARG0
,
98 WINED3D_TSS_ALPHA_ARG1
,
99 WINED3D_TSS_ALPHA_ARG2
,
100 WINED3D_TSS_ALPHA_OP
,
101 WINED3D_TSS_BUMPENV_LOFFSET
,
102 WINED3D_TSS_BUMPENV_LSCALE
,
103 WINED3D_TSS_BUMPENV_MAT00
,
104 WINED3D_TSS_BUMPENV_MAT01
,
105 WINED3D_TSS_BUMPENV_MAT10
,
106 WINED3D_TSS_BUMPENV_MAT11
,
107 WINED3D_TSS_COLOR_ARG0
,
108 WINED3D_TSS_COLOR_ARG1
,
109 WINED3D_TSS_COLOR_ARG2
,
110 WINED3D_TSS_COLOR_OP
,
111 WINED3D_TSS_RESULT_ARG
,
112 WINED3D_TSS_TEXCOORD_INDEX
,
113 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
,
116 static const DWORD pixel_states_sampler
[] =
118 WINED3D_SAMP_ADDRESS_U
,
119 WINED3D_SAMP_ADDRESS_V
,
120 WINED3D_SAMP_ADDRESS_W
,
121 WINED3D_SAMP_BORDER_COLOR
,
122 WINED3D_SAMP_MAG_FILTER
,
123 WINED3D_SAMP_MIN_FILTER
,
124 WINED3D_SAMP_MIP_FILTER
,
125 WINED3D_SAMP_MIPMAP_LOD_BIAS
,
126 WINED3D_SAMP_MAX_MIP_LEVEL
,
127 WINED3D_SAMP_MAX_ANISOTROPY
,
128 WINED3D_SAMP_SRGB_TEXTURE
,
129 WINED3D_SAMP_ELEMENT_INDEX
,
132 static const DWORD vertex_states_render
[] =
134 WINED3D_RS_ADAPTIVETESS_W
,
135 WINED3D_RS_ADAPTIVETESS_X
,
136 WINED3D_RS_ADAPTIVETESS_Y
,
137 WINED3D_RS_ADAPTIVETESS_Z
,
139 WINED3D_RS_AMBIENTMATERIALSOURCE
,
141 WINED3D_RS_CLIPPLANEENABLE
,
142 WINED3D_RS_COLORVERTEX
,
144 WINED3D_RS_DIFFUSEMATERIALSOURCE
,
145 WINED3D_RS_EMISSIVEMATERIALSOURCE
,
146 WINED3D_RS_ENABLEADAPTIVETESSELLATION
,
148 WINED3D_RS_FOGDENSITY
,
149 WINED3D_RS_FOGENABLE
,
152 WINED3D_RS_FOGTABLEMODE
,
153 WINED3D_RS_FOGVERTEXMODE
,
154 WINED3D_RS_INDEXEDVERTEXBLENDENABLE
,
156 WINED3D_RS_LOCALVIEWER
,
157 WINED3D_RS_MAXTESSELLATIONLEVEL
,
158 WINED3D_RS_MINTESSELLATIONLEVEL
,
159 WINED3D_RS_MULTISAMPLEANTIALIAS
,
160 WINED3D_RS_MULTISAMPLEMASK
,
161 WINED3D_RS_NORMALDEGREE
,
162 WINED3D_RS_NORMALIZENORMALS
,
163 WINED3D_RS_PATCHEDGESTYLE
,
164 WINED3D_RS_POINTSCALE_A
,
165 WINED3D_RS_POINTSCALE_B
,
166 WINED3D_RS_POINTSCALE_C
,
167 WINED3D_RS_POINTSCALEENABLE
,
168 WINED3D_RS_POINTSIZE
,
169 WINED3D_RS_POINTSIZE_MAX
,
170 WINED3D_RS_POINTSIZE_MIN
,
171 WINED3D_RS_POINTSPRITEENABLE
,
172 WINED3D_RS_POSITIONDEGREE
,
173 WINED3D_RS_RANGEFOGENABLE
,
174 WINED3D_RS_SHADEMODE
,
175 WINED3D_RS_SPECULARENABLE
,
176 WINED3D_RS_SPECULARMATERIALSOURCE
,
177 WINED3D_RS_TWEENFACTOR
,
178 WINED3D_RS_VERTEXBLEND
,
181 static const DWORD vertex_states_texture
[] =
183 WINED3D_TSS_TEXCOORD_INDEX
,
184 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
,
187 static const DWORD vertex_states_sampler
[] =
189 WINED3D_SAMP_DMAP_OFFSET
,
192 /* Allocates the correct amount of space for pixel and vertex shader constants,
193 * along with their set/changed flags on the given stateblock object
195 static HRESULT
stateblock_allocate_shader_constants(struct wined3d_stateblock
*object
)
197 struct wined3d_device
*device
= object
->device
;
199 /* Allocate space for floating point constants */
200 object
->state
.ps_consts_f
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
201 sizeof(float) * device
->d3d_pshader_constantF
* 4);
202 if (!object
->state
.ps_consts_f
) goto fail
;
204 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
205 sizeof(BOOL
) * device
->d3d_pshader_constantF
);
206 if (!object
->changed
.pixelShaderConstantsF
) goto fail
;
208 object
->state
.vs_consts_f
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
209 sizeof(float) * device
->d3d_vshader_constantF
* 4);
210 if (!object
->state
.vs_consts_f
) goto fail
;
212 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
213 sizeof(BOOL
) * device
->d3d_vshader_constantF
);
214 if (!object
->changed
.vertexShaderConstantsF
) goto fail
;
216 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0,
217 sizeof(DWORD
) * device
->d3d_vshader_constantF
);
218 if (!object
->contained_vs_consts_f
) goto fail
;
220 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0,
221 sizeof(DWORD
) * device
->d3d_pshader_constantF
);
222 if (!object
->contained_ps_consts_f
) goto fail
;
227 ERR("Failed to allocate memory\n");
228 HeapFree(GetProcessHeap(), 0, object
->state
.ps_consts_f
);
229 HeapFree(GetProcessHeap(), 0, object
->changed
.pixelShaderConstantsF
);
230 HeapFree(GetProcessHeap(), 0, object
->state
.vs_consts_f
);
231 HeapFree(GetProcessHeap(), 0, object
->changed
.vertexShaderConstantsF
);
232 HeapFree(GetProcessHeap(), 0, object
->contained_vs_consts_f
);
233 HeapFree(GetProcessHeap(), 0, object
->contained_ps_consts_f
);
234 return E_OUTOFMEMORY
;
237 static inline void stateblock_set_bits(DWORD
*map
, UINT map_size
)
239 DWORD mask
= (1 << (map_size
& 0x1f)) - 1;
240 memset(map
, 0xff, (map_size
>> 5) * sizeof(*map
));
241 if (mask
) map
[map_size
>> 5] = mask
;
244 /* Set all members of a stateblock savedstate to the given value */
245 static void stateblock_savedstates_set_all(struct wined3d_saved_states
*states
, DWORD vs_consts
, DWORD ps_consts
)
250 states
->primitive_type
= 1;
252 states
->material
= 1;
253 states
->viewport
= 1;
254 states
->vertexDecl
= 1;
255 states
->pixelShader
= 1;
256 states
->vertexShader
= 1;
257 states
->scissorRect
= 1;
259 /* Fixed size arrays */
260 states
->streamSource
= 0xffff;
261 states
->streamFreq
= 0xffff;
262 states
->textures
= 0xfffff;
263 stateblock_set_bits(states
->transform
, HIGHEST_TRANSFORMSTATE
+ 1);
264 stateblock_set_bits(states
->renderState
, WINEHIGHEST_RENDER_STATE
+ 1);
265 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = 0x3ffff;
266 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = 0x3ffe;
267 states
->clipplane
= 0xffffffff;
268 states
->pixelShaderConstantsB
= 0xffff;
269 states
->pixelShaderConstantsI
= 0xffff;
270 states
->vertexShaderConstantsB
= 0xffff;
271 states
->vertexShaderConstantsI
= 0xffff;
273 /* Dynamically sized arrays */
274 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * ps_consts
);
275 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * vs_consts
);
278 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states
*states
, const DWORD num_constants
)
280 DWORD texture_mask
= 0;
281 WORD sampler_mask
= 0;
284 states
->pixelShader
= 1;
286 for (i
= 0; i
< sizeof(pixel_states_render
) / sizeof(*pixel_states_render
); ++i
)
288 DWORD rs
= pixel_states_render
[i
];
289 states
->renderState
[rs
>> 5] |= 1 << (rs
& 0x1f);
292 for (i
= 0; i
< sizeof(pixel_states_texture
) / sizeof(*pixel_states_texture
); ++i
)
293 texture_mask
|= 1 << pixel_states_texture
[i
];
294 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
295 for (i
= 0; i
< sizeof(pixel_states_sampler
) / sizeof(*pixel_states_sampler
); ++i
)
296 sampler_mask
|= 1 << pixel_states_sampler
[i
];
297 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
298 states
->pixelShaderConstantsB
= 0xffff;
299 states
->pixelShaderConstantsI
= 0xffff;
301 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
304 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states
*states
, const DWORD num_constants
)
306 DWORD texture_mask
= 0;
307 WORD sampler_mask
= 0;
310 states
->vertexDecl
= 1;
311 states
->vertexShader
= 1;
313 for (i
= 0; i
< sizeof(vertex_states_render
) / sizeof(*vertex_states_render
); ++i
)
315 DWORD rs
= vertex_states_render
[i
];
316 states
->renderState
[rs
>> 5] |= 1 << (rs
& 0x1f);
319 for (i
= 0; i
< sizeof(vertex_states_texture
) / sizeof(*vertex_states_texture
); ++i
)
320 texture_mask
|= 1 << vertex_states_texture
[i
];
321 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
322 for (i
= 0; i
< sizeof(vertex_states_sampler
) / sizeof(*vertex_states_sampler
); ++i
)
323 sampler_mask
|= 1 << vertex_states_sampler
[i
];
324 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
325 states
->vertexShaderConstantsB
= 0xffff;
326 states
->vertexShaderConstantsI
= 0xffff;
328 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
331 void stateblock_init_contained_states(struct wined3d_stateblock
*stateblock
)
333 struct wined3d_device
*device
= stateblock
->device
;
336 for (i
= 0; i
<= WINEHIGHEST_RENDER_STATE
>> 5; ++i
)
338 DWORD map
= stateblock
->changed
.renderState
[i
];
339 for (j
= 0; map
; map
>>= 1, ++j
)
341 if (!(map
& 1)) continue;
343 stateblock
->contained_render_states
[stateblock
->num_contained_render_states
] = (i
<< 5) | j
;
344 ++stateblock
->num_contained_render_states
;
348 for (i
= 0; i
<= HIGHEST_TRANSFORMSTATE
>> 5; ++i
)
350 DWORD map
= stateblock
->changed
.transform
[i
];
351 for (j
= 0; map
; map
>>= 1, ++j
)
353 if (!(map
& 1)) continue;
355 stateblock
->contained_transform_states
[stateblock
->num_contained_transform_states
] = (i
<< 5) | j
;
356 ++stateblock
->num_contained_transform_states
;
360 for (i
= 0; i
< device
->d3d_vshader_constantF
; ++i
)
362 if (stateblock
->changed
.vertexShaderConstantsF
[i
])
364 stateblock
->contained_vs_consts_f
[stateblock
->num_contained_vs_consts_f
] = i
;
365 ++stateblock
->num_contained_vs_consts_f
;
369 for (i
= 0; i
< MAX_CONST_I
; ++i
)
371 if (stateblock
->changed
.vertexShaderConstantsI
& (1 << i
))
373 stateblock
->contained_vs_consts_i
[stateblock
->num_contained_vs_consts_i
] = i
;
374 ++stateblock
->num_contained_vs_consts_i
;
378 for (i
= 0; i
< MAX_CONST_B
; ++i
)
380 if (stateblock
->changed
.vertexShaderConstantsB
& (1 << i
))
382 stateblock
->contained_vs_consts_b
[stateblock
->num_contained_vs_consts_b
] = i
;
383 ++stateblock
->num_contained_vs_consts_b
;
387 for (i
= 0; i
< device
->d3d_pshader_constantF
; ++i
)
389 if (stateblock
->changed
.pixelShaderConstantsF
[i
])
391 stateblock
->contained_ps_consts_f
[stateblock
->num_contained_ps_consts_f
] = i
;
392 ++stateblock
->num_contained_ps_consts_f
;
396 for (i
= 0; i
< MAX_CONST_I
; ++i
)
398 if (stateblock
->changed
.pixelShaderConstantsI
& (1 << i
))
400 stateblock
->contained_ps_consts_i
[stateblock
->num_contained_ps_consts_i
] = i
;
401 ++stateblock
->num_contained_ps_consts_i
;
405 for (i
= 0; i
< MAX_CONST_B
; ++i
)
407 if (stateblock
->changed
.pixelShaderConstantsB
& (1 << i
))
409 stateblock
->contained_ps_consts_b
[stateblock
->num_contained_ps_consts_b
] = i
;
410 ++stateblock
->num_contained_ps_consts_b
;
414 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
416 DWORD map
= stateblock
->changed
.textureState
[i
];
418 for(j
= 0; map
; map
>>= 1, ++j
)
420 if (!(map
& 1)) continue;
422 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].stage
= i
;
423 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].state
= j
;
424 ++stateblock
->num_contained_tss_states
;
428 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
430 DWORD map
= stateblock
->changed
.samplerState
[i
];
432 for (j
= 0; map
; map
>>= 1, ++j
)
434 if (!(map
& 1)) continue;
436 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].stage
= i
;
437 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].state
= j
;
438 ++stateblock
->num_contained_sampler_states
;
443 static void stateblock_init_lights(struct wined3d_stateblock
*stateblock
, struct list
*light_map
)
447 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
449 const struct wined3d_light_info
*src_light
;
451 LIST_FOR_EACH_ENTRY(src_light
, &light_map
[i
], struct wined3d_light_info
, entry
)
453 struct wined3d_light_info
*dst_light
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light
));
455 *dst_light
= *src_light
;
456 list_add_tail(&stateblock
->state
.light_map
[i
], &dst_light
->entry
);
461 ULONG CDECL
wined3d_stateblock_incref(struct wined3d_stateblock
*stateblock
)
463 ULONG refcount
= InterlockedIncrement(&stateblock
->ref
);
465 TRACE("%p increasing refcount to %u.\n", stateblock
, refcount
);
470 void stateblock_unbind_resources(struct wined3d_stateblock
*stateblock
)
472 struct wined3d_state
*state
= &stateblock
->state
;
473 struct wined3d_vertex_declaration
*decl
;
474 struct wined3d_sampler
*sampler
;
475 struct wined3d_texture
*texture
;
476 struct wined3d_buffer
*buffer
;
477 struct wined3d_shader
*shader
;
480 if ((decl
= state
->vertex_declaration
))
482 state
->vertex_declaration
= NULL
;
483 wined3d_vertex_declaration_decref(decl
);
486 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
488 if ((texture
= state
->textures
[i
]))
490 state
->textures
[i
] = NULL
;
491 wined3d_texture_decref(texture
);
495 for (i
= 0; i
< MAX_STREAM_OUT
; ++i
)
497 if ((buffer
= state
->stream_output
[i
].buffer
))
499 state
->stream_output
[i
].buffer
= NULL
;
500 wined3d_buffer_decref(buffer
);
504 for (i
= 0; i
< MAX_STREAMS
; ++i
)
506 if ((buffer
= state
->streams
[i
].buffer
))
508 state
->streams
[i
].buffer
= NULL
;
509 wined3d_buffer_decref(buffer
);
513 if ((buffer
= state
->index_buffer
))
515 state
->index_buffer
= NULL
;
516 wined3d_buffer_decref(buffer
);
519 if ((shader
= state
->vertex_shader
))
521 state
->vertex_shader
= NULL
;
522 wined3d_shader_decref(shader
);
525 for (i
= 0; i
< MAX_CONSTANT_BUFFERS
; ++i
)
527 if ((buffer
= state
->vs_cb
[i
]))
529 state
->vs_cb
[i
] = NULL
;
530 wined3d_buffer_decref(buffer
);
534 for (i
= 0; i
< MAX_SAMPLER_OBJECTS
; ++i
)
536 if ((sampler
= state
->vs_sampler
[i
]))
538 state
->vs_sampler
[i
] = NULL
;
539 wined3d_sampler_decref(sampler
);
543 if ((shader
= state
->geometry_shader
))
545 state
->geometry_shader
= NULL
;
546 wined3d_shader_decref(shader
);
549 for (i
= 0; i
< MAX_CONSTANT_BUFFERS
; ++i
)
551 if ((buffer
= state
->gs_cb
[i
]))
553 state
->gs_cb
[i
] = NULL
;
554 wined3d_buffer_decref(buffer
);
558 for (i
= 0; i
< MAX_SAMPLER_OBJECTS
; ++i
)
560 if ((sampler
= state
->gs_sampler
[i
]))
562 state
->gs_sampler
[i
] = NULL
;
563 wined3d_sampler_decref(sampler
);
567 if ((shader
= state
->pixel_shader
))
569 state
->pixel_shader
= NULL
;
570 wined3d_shader_decref(shader
);
573 for (i
= 0; i
< MAX_SAMPLER_OBJECTS
; ++i
)
575 if ((sampler
= state
->ps_sampler
[i
]))
577 state
->ps_sampler
[i
] = NULL
;
578 wined3d_sampler_decref(sampler
);
582 for (i
= 0; i
< MAX_CONSTANT_BUFFERS
; ++i
)
584 if ((buffer
= state
->ps_cb
[i
]))
586 state
->ps_cb
[i
] = NULL
;
587 wined3d_buffer_decref(buffer
);
592 ULONG CDECL
wined3d_stateblock_decref(struct wined3d_stateblock
*stateblock
)
594 ULONG refcount
= InterlockedDecrement(&stateblock
->ref
);
596 TRACE("%p decreasing refcount to %u\n", stateblock
, refcount
);
602 stateblock_unbind_resources(stateblock
);
604 for (counter
= 0; counter
< LIGHTMAP_SIZE
; ++counter
)
606 struct list
*e1
, *e2
;
607 LIST_FOR_EACH_SAFE(e1
, e2
, &stateblock
->state
.light_map
[counter
])
609 struct wined3d_light_info
*light
= LIST_ENTRY(e1
, struct wined3d_light_info
, entry
);
610 list_remove(&light
->entry
);
611 HeapFree(GetProcessHeap(), 0, light
);
615 HeapFree(GetProcessHeap(), 0, stateblock
->state
.vs_consts_f
);
616 HeapFree(GetProcessHeap(), 0, stateblock
->changed
.vertexShaderConstantsF
);
617 HeapFree(GetProcessHeap(), 0, stateblock
->state
.ps_consts_f
);
618 HeapFree(GetProcessHeap(), 0, stateblock
->changed
.pixelShaderConstantsF
);
619 HeapFree(GetProcessHeap(), 0, stateblock
->contained_vs_consts_f
);
620 HeapFree(GetProcessHeap(), 0, stateblock
->contained_ps_consts_f
);
621 HeapFree(GetProcessHeap(), 0, stateblock
);
627 static void wined3d_state_record_lights(struct wined3d_state
*dst_state
, const struct wined3d_state
*src_state
)
631 /* Lights... For a recorded state block, we just had a chain of actions
632 * to perform, so we need to walk that chain and update any actions which
634 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
637 LIST_FOR_EACH(e
, &dst_state
->light_map
[i
])
639 BOOL updated
= FALSE
;
640 struct wined3d_light_info
*src
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
), *realLight
;
642 /* Look up the light in the destination */
643 LIST_FOR_EACH(f
, &src_state
->light_map
[i
])
645 realLight
= LIST_ENTRY(f
, struct wined3d_light_info
, entry
);
646 if (realLight
->OriginalIndex
== src
->OriginalIndex
)
648 src
->OriginalParms
= realLight
->OriginalParms
;
650 if (realLight
->glIndex
== -1 && src
->glIndex
!= -1)
653 dst_state
->lights
[src
->glIndex
] = NULL
;
655 else if (realLight
->glIndex
!= -1 && src
->glIndex
== -1)
658 dst_state
->lights
[realLight
->glIndex
] = src
;
660 src
->glIndex
= realLight
->glIndex
;
668 /* This can happen if the light was originally created as a
669 * default light for SetLightEnable() while recording. */
670 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
671 src
->OriginalIndex
, dst_state
, src_state
);
673 src
->OriginalParms
= WINED3D_default_light
;
674 if (src
->glIndex
!= -1)
676 dst_state
->lights
[src
->glIndex
] = NULL
;
684 void CDECL
wined3d_stateblock_capture(struct wined3d_stateblock
*stateblock
)
686 const struct wined3d_state
*src_state
= &stateblock
->device
->stateBlock
->state
;
690 TRACE("stateblock %p.\n", stateblock
);
692 TRACE("Capturing state %p.\n", src_state
);
694 if (stateblock
->changed
.vertexShader
&& stateblock
->state
.vertex_shader
!= src_state
->vertex_shader
)
696 TRACE("Updating vertex shader from %p to %p\n",
697 stateblock
->state
.vertex_shader
, src_state
->vertex_shader
);
699 if (src_state
->vertex_shader
)
700 wined3d_shader_incref(src_state
->vertex_shader
);
701 if (stateblock
->state
.vertex_shader
)
702 wined3d_shader_decref(stateblock
->state
.vertex_shader
);
703 stateblock
->state
.vertex_shader
= src_state
->vertex_shader
;
706 /* Vertex shader float constants. */
707 for (i
= 0; i
< stateblock
->num_contained_vs_consts_f
; ++i
)
709 unsigned int idx
= stateblock
->contained_vs_consts_f
[i
];
711 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx
,
712 src_state
->vs_consts_f
[idx
* 4 + 0],
713 src_state
->vs_consts_f
[idx
* 4 + 1],
714 src_state
->vs_consts_f
[idx
* 4 + 2],
715 src_state
->vs_consts_f
[idx
* 4 + 3]);
717 stateblock
->state
.vs_consts_f
[idx
* 4 + 0] = src_state
->vs_consts_f
[idx
* 4 + 0];
718 stateblock
->state
.vs_consts_f
[idx
* 4 + 1] = src_state
->vs_consts_f
[idx
* 4 + 1];
719 stateblock
->state
.vs_consts_f
[idx
* 4 + 2] = src_state
->vs_consts_f
[idx
* 4 + 2];
720 stateblock
->state
.vs_consts_f
[idx
* 4 + 3] = src_state
->vs_consts_f
[idx
* 4 + 3];
723 /* Vertex shader integer constants. */
724 for (i
= 0; i
< stateblock
->num_contained_vs_consts_i
; ++i
)
726 unsigned int idx
= stateblock
->contained_vs_consts_i
[i
];
728 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx
,
729 src_state
->vs_consts_i
[idx
* 4 + 0],
730 src_state
->vs_consts_i
[idx
* 4 + 1],
731 src_state
->vs_consts_i
[idx
* 4 + 2],
732 src_state
->vs_consts_i
[idx
* 4 + 3]);
734 stateblock
->state
.vs_consts_i
[idx
* 4 + 0] = src_state
->vs_consts_i
[idx
* 4 + 0];
735 stateblock
->state
.vs_consts_i
[idx
* 4 + 1] = src_state
->vs_consts_i
[idx
* 4 + 1];
736 stateblock
->state
.vs_consts_i
[idx
* 4 + 2] = src_state
->vs_consts_i
[idx
* 4 + 2];
737 stateblock
->state
.vs_consts_i
[idx
* 4 + 3] = src_state
->vs_consts_i
[idx
* 4 + 3];
740 /* Vertex shader boolean constants. */
741 for (i
= 0; i
< stateblock
->num_contained_vs_consts_b
; ++i
)
743 unsigned int idx
= stateblock
->contained_vs_consts_b
[i
];
745 TRACE("Setting vs_consts_b[%u] to %s.\n",
746 idx
, src_state
->vs_consts_b
[idx
] ? "TRUE" : "FALSE");
748 stateblock
->state
.vs_consts_b
[idx
] = src_state
->vs_consts_b
[idx
];
751 /* Pixel shader float constants. */
752 for (i
= 0; i
< stateblock
->num_contained_ps_consts_f
; ++i
)
754 unsigned int idx
= stateblock
->contained_ps_consts_f
[i
];
756 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx
,
757 src_state
->ps_consts_f
[idx
* 4 + 0],
758 src_state
->ps_consts_f
[idx
* 4 + 1],
759 src_state
->ps_consts_f
[idx
* 4 + 2],
760 src_state
->ps_consts_f
[idx
* 4 + 3]);
762 stateblock
->state
.ps_consts_f
[idx
* 4 + 0] = src_state
->ps_consts_f
[idx
* 4 + 0];
763 stateblock
->state
.ps_consts_f
[idx
* 4 + 1] = src_state
->ps_consts_f
[idx
* 4 + 1];
764 stateblock
->state
.ps_consts_f
[idx
* 4 + 2] = src_state
->ps_consts_f
[idx
* 4 + 2];
765 stateblock
->state
.ps_consts_f
[idx
* 4 + 3] = src_state
->ps_consts_f
[idx
* 4 + 3];
768 /* Pixel shader integer constants. */
769 for (i
= 0; i
< stateblock
->num_contained_ps_consts_i
; ++i
)
771 unsigned int idx
= stateblock
->contained_ps_consts_i
[i
];
772 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx
,
773 src_state
->ps_consts_i
[idx
* 4 + 0],
774 src_state
->ps_consts_i
[idx
* 4 + 1],
775 src_state
->ps_consts_i
[idx
* 4 + 2],
776 src_state
->ps_consts_i
[idx
* 4 + 3]);
778 stateblock
->state
.ps_consts_i
[idx
* 4 + 0] = src_state
->ps_consts_i
[idx
* 4 + 0];
779 stateblock
->state
.ps_consts_i
[idx
* 4 + 1] = src_state
->ps_consts_i
[idx
* 4 + 1];
780 stateblock
->state
.ps_consts_i
[idx
* 4 + 2] = src_state
->ps_consts_i
[idx
* 4 + 2];
781 stateblock
->state
.ps_consts_i
[idx
* 4 + 3] = src_state
->ps_consts_i
[idx
* 4 + 3];
784 /* Pixel shader boolean constants. */
785 for (i
= 0; i
< stateblock
->num_contained_ps_consts_b
; ++i
)
787 unsigned int idx
= stateblock
->contained_ps_consts_b
[i
];
788 TRACE("Setting ps_consts_b[%u] to %s.\n",
789 idx
, src_state
->ps_consts_b
[idx
] ? "TRUE" : "FALSE");
791 stateblock
->state
.ps_consts_b
[idx
] = src_state
->ps_consts_b
[idx
];
794 /* Others + Render & Texture */
795 for (i
= 0; i
< stateblock
->num_contained_transform_states
; ++i
)
797 enum wined3d_transform_state transform
= stateblock
->contained_transform_states
[i
];
799 TRACE("Updating transform %#x.\n", transform
);
801 stateblock
->state
.transforms
[transform
] = src_state
->transforms
[transform
];
804 if (stateblock
->changed
.primitive_type
)
805 stateblock
->state
.gl_primitive_type
= src_state
->gl_primitive_type
;
807 if (stateblock
->changed
.indices
808 && ((stateblock
->state
.index_buffer
!= src_state
->index_buffer
)
809 || (stateblock
->state
.base_vertex_index
!= src_state
->base_vertex_index
)
810 || (stateblock
->state
.index_format
!= src_state
->index_format
)))
812 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
813 src_state
->index_buffer
, src_state
->base_vertex_index
);
815 if (src_state
->index_buffer
)
816 wined3d_buffer_incref(src_state
->index_buffer
);
817 if (stateblock
->state
.index_buffer
)
818 wined3d_buffer_decref(stateblock
->state
.index_buffer
);
819 stateblock
->state
.index_buffer
= src_state
->index_buffer
;
820 stateblock
->state
.base_vertex_index
= src_state
->base_vertex_index
;
821 stateblock
->state
.index_format
= src_state
->index_format
;
824 if (stateblock
->changed
.vertexDecl
&& stateblock
->state
.vertex_declaration
!= src_state
->vertex_declaration
)
826 TRACE("Updating vertex declaration from %p to %p.\n",
827 stateblock
->state
.vertex_declaration
, src_state
->vertex_declaration
);
829 if (src_state
->vertex_declaration
)
830 wined3d_vertex_declaration_incref(src_state
->vertex_declaration
);
831 if (stateblock
->state
.vertex_declaration
)
832 wined3d_vertex_declaration_decref(stateblock
->state
.vertex_declaration
);
833 stateblock
->state
.vertex_declaration
= src_state
->vertex_declaration
;
836 if (stateblock
->changed
.material
837 && memcmp(&src_state
->material
, &stateblock
->state
.material
, sizeof(stateblock
->state
.material
)))
839 TRACE("Updating material.\n");
841 stateblock
->state
.material
= src_state
->material
;
844 if (stateblock
->changed
.viewport
845 && memcmp(&src_state
->viewport
, &stateblock
->state
.viewport
, sizeof(stateblock
->state
.viewport
)))
847 TRACE("Updating viewport.\n");
849 stateblock
->state
.viewport
= src_state
->viewport
;
852 if (stateblock
->changed
.scissorRect
&& memcmp(&src_state
->scissor_rect
,
853 &stateblock
->state
.scissor_rect
, sizeof(stateblock
->state
.scissor_rect
)))
855 TRACE("Updating scissor rect.\n");
857 stateblock
->state
.scissor_rect
= src_state
->scissor_rect
;
860 map
= stateblock
->changed
.streamSource
;
861 for (i
= 0; map
; map
>>= 1, ++i
)
863 if (!(map
& 1)) continue;
865 if (stateblock
->state
.streams
[i
].stride
!= src_state
->streams
[i
].stride
866 || stateblock
->state
.streams
[i
].buffer
!= src_state
->streams
[i
].buffer
)
868 TRACE("Updating stream source %u to %p, stride to %u.\n",
869 i
, src_state
->streams
[i
].buffer
,
870 src_state
->streams
[i
].stride
);
872 stateblock
->state
.streams
[i
].stride
= src_state
->streams
[i
].stride
;
873 if (src_state
->streams
[i
].buffer
)
874 wined3d_buffer_incref(src_state
->streams
[i
].buffer
);
875 if (stateblock
->state
.streams
[i
].buffer
)
876 wined3d_buffer_decref(stateblock
->state
.streams
[i
].buffer
);
877 stateblock
->state
.streams
[i
].buffer
= src_state
->streams
[i
].buffer
;
881 map
= stateblock
->changed
.streamFreq
;
882 for (i
= 0; map
; map
>>= 1, ++i
)
884 if (!(map
& 1)) continue;
886 if (stateblock
->state
.streams
[i
].frequency
!= src_state
->streams
[i
].frequency
887 || stateblock
->state
.streams
[i
].flags
!= src_state
->streams
[i
].flags
)
889 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
890 i
, src_state
->streams
[i
].frequency
, src_state
->streams
[i
].flags
);
892 stateblock
->state
.streams
[i
].frequency
= src_state
->streams
[i
].frequency
;
893 stateblock
->state
.streams
[i
].flags
= src_state
->streams
[i
].flags
;
897 map
= stateblock
->changed
.clipplane
;
898 for (i
= 0; map
; map
>>= 1, ++i
)
900 if (!(map
& 1)) continue;
902 if (memcmp(&stateblock
->state
.clip_planes
[i
], &src_state
->clip_planes
[i
], sizeof(src_state
->clip_planes
[i
])))
904 TRACE("Updating clipplane %u.\n", i
);
905 stateblock
->state
.clip_planes
[i
] = src_state
->clip_planes
[i
];
910 for (i
= 0; i
< stateblock
->num_contained_render_states
; ++i
)
912 enum wined3d_render_state rs
= stateblock
->contained_render_states
[i
];
914 TRACE("Updating render state %#x to %u.\n", rs
, src_state
->render_states
[rs
]);
916 stateblock
->state
.render_states
[rs
] = src_state
->render_states
[rs
];
920 for (i
= 0; i
< stateblock
->num_contained_tss_states
; ++i
)
922 DWORD stage
= stateblock
->contained_tss_states
[i
].stage
;
923 DWORD state
= stateblock
->contained_tss_states
[i
].state
;
925 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage
, state
,
926 src_state
->texture_states
[stage
][state
], stateblock
->state
.texture_states
[stage
][state
]);
928 stateblock
->state
.texture_states
[stage
][state
] = src_state
->texture_states
[stage
][state
];
932 map
= stateblock
->changed
.textures
;
933 for (i
= 0; map
; map
>>= 1, ++i
)
935 if (!(map
& 1)) continue;
937 TRACE("Updating texture %u to %p (was %p).\n",
938 i
, src_state
->textures
[i
], stateblock
->state
.textures
[i
]);
940 if (src_state
->textures
[i
])
941 wined3d_texture_incref(src_state
->textures
[i
]);
942 if (stateblock
->state
.textures
[i
])
943 wined3d_texture_decref(stateblock
->state
.textures
[i
]);
944 stateblock
->state
.textures
[i
] = src_state
->textures
[i
];
947 for (i
= 0; i
< stateblock
->num_contained_sampler_states
; ++i
)
949 DWORD stage
= stateblock
->contained_sampler_states
[i
].stage
;
950 DWORD state
= stateblock
->contained_sampler_states
[i
].state
;
952 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage
, state
,
953 src_state
->sampler_states
[stage
][state
], stateblock
->state
.sampler_states
[stage
][state
]);
955 stateblock
->state
.sampler_states
[stage
][state
] = src_state
->sampler_states
[stage
][state
];
958 if (stateblock
->changed
.pixelShader
&& stateblock
->state
.pixel_shader
!= src_state
->pixel_shader
)
960 if (src_state
->pixel_shader
)
961 wined3d_shader_incref(src_state
->pixel_shader
);
962 if (stateblock
->state
.pixel_shader
)
963 wined3d_shader_decref(stateblock
->state
.pixel_shader
);
964 stateblock
->state
.pixel_shader
= src_state
->pixel_shader
;
967 wined3d_state_record_lights(&stateblock
->state
, src_state
);
969 TRACE("Capture done.\n");
972 static void apply_lights(struct wined3d_device
*device
, const struct wined3d_state
*state
)
976 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
980 LIST_FOR_EACH(e
, &state
->light_map
[i
])
982 const struct wined3d_light_info
*light
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
984 wined3d_device_set_light(device
, light
->OriginalIndex
, &light
->OriginalParms
);
985 wined3d_device_set_light_enable(device
, light
->OriginalIndex
, light
->glIndex
!= -1);
990 void CDECL
wined3d_stateblock_apply(const struct wined3d_stateblock
*stateblock
)
992 struct wined3d_device
*device
= stateblock
->device
;
996 TRACE("Applying stateblock %p to device %p.\n", stateblock
, device
);
998 if (stateblock
->changed
.vertexShader
)
999 wined3d_device_set_vertex_shader(device
, stateblock
->state
.vertex_shader
);
1001 /* Vertex Shader Constants. */
1002 for (i
= 0; i
< stateblock
->num_contained_vs_consts_f
; ++i
)
1004 wined3d_device_set_vs_consts_f(device
, stateblock
->contained_vs_consts_f
[i
],
1005 stateblock
->state
.vs_consts_f
+ stateblock
->contained_vs_consts_f
[i
] * 4, 1);
1007 for (i
= 0; i
< stateblock
->num_contained_vs_consts_i
; ++i
)
1009 wined3d_device_set_vs_consts_i(device
, stateblock
->contained_vs_consts_i
[i
],
1010 stateblock
->state
.vs_consts_i
+ stateblock
->contained_vs_consts_i
[i
] * 4, 1);
1012 for (i
= 0; i
< stateblock
->num_contained_vs_consts_b
; ++i
)
1014 wined3d_device_set_vs_consts_b(device
, stateblock
->contained_vs_consts_b
[i
],
1015 stateblock
->state
.vs_consts_b
+ stateblock
->contained_vs_consts_b
[i
], 1);
1018 apply_lights(device
, &stateblock
->state
);
1020 if (stateblock
->changed
.pixelShader
)
1021 wined3d_device_set_pixel_shader(device
, stateblock
->state
.pixel_shader
);
1023 /* Pixel Shader Constants. */
1024 for (i
= 0; i
< stateblock
->num_contained_ps_consts_f
; ++i
)
1026 wined3d_device_set_ps_consts_f(device
, stateblock
->contained_ps_consts_f
[i
],
1027 stateblock
->state
.ps_consts_f
+ stateblock
->contained_ps_consts_f
[i
] * 4, 1);
1029 for (i
= 0; i
< stateblock
->num_contained_ps_consts_i
; ++i
)
1031 wined3d_device_set_ps_consts_i(device
, stateblock
->contained_ps_consts_i
[i
],
1032 stateblock
->state
.ps_consts_i
+ stateblock
->contained_ps_consts_i
[i
] * 4, 1);
1034 for (i
= 0; i
< stateblock
->num_contained_ps_consts_b
; ++i
)
1036 wined3d_device_set_ps_consts_b(device
, stateblock
->contained_ps_consts_b
[i
],
1037 stateblock
->state
.ps_consts_b
+ stateblock
->contained_ps_consts_b
[i
], 1);
1040 /* Render states. */
1041 for (i
= 0; i
< stateblock
->num_contained_render_states
; ++i
)
1043 wined3d_device_set_render_state(device
, stateblock
->contained_render_states
[i
],
1044 stateblock
->state
.render_states
[stateblock
->contained_render_states
[i
]]);
1047 /* Texture states. */
1048 for (i
= 0; i
< stateblock
->num_contained_tss_states
; ++i
)
1050 DWORD stage
= stateblock
->contained_tss_states
[i
].stage
;
1051 DWORD state
= stateblock
->contained_tss_states
[i
].state
;
1053 wined3d_device_set_texture_stage_state(device
, stage
, state
, stateblock
->state
.texture_states
[stage
][state
]);
1056 /* Sampler states. */
1057 for (i
= 0; i
< stateblock
->num_contained_sampler_states
; ++i
)
1059 DWORD stage
= stateblock
->contained_sampler_states
[i
].stage
;
1060 DWORD state
= stateblock
->contained_sampler_states
[i
].state
;
1061 DWORD value
= stateblock
->state
.sampler_states
[stage
][state
];
1063 if (stage
>= MAX_FRAGMENT_SAMPLERS
) stage
+= WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
;
1064 wined3d_device_set_sampler_state(device
, stage
, state
, value
);
1067 /* Transform states. */
1068 for (i
= 0; i
< stateblock
->num_contained_transform_states
; ++i
)
1070 wined3d_device_set_transform(device
, stateblock
->contained_transform_states
[i
],
1071 &stateblock
->state
.transforms
[stateblock
->contained_transform_states
[i
]]);
1074 if (stateblock
->changed
.primitive_type
)
1076 stateblock
->device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
1077 stateblock
->device
->updateStateBlock
->state
.gl_primitive_type
= stateblock
->state
.gl_primitive_type
;
1080 if (stateblock
->changed
.indices
)
1082 wined3d_device_set_index_buffer(device
, stateblock
->state
.index_buffer
, stateblock
->state
.index_format
);
1083 wined3d_device_set_base_vertex_index(device
, stateblock
->state
.base_vertex_index
);
1086 if (stateblock
->changed
.vertexDecl
&& stateblock
->state
.vertex_declaration
)
1087 wined3d_device_set_vertex_declaration(device
, stateblock
->state
.vertex_declaration
);
1089 if (stateblock
->changed
.material
)
1090 wined3d_device_set_material(device
, &stateblock
->state
.material
);
1092 if (stateblock
->changed
.viewport
)
1093 wined3d_device_set_viewport(device
, &stateblock
->state
.viewport
);
1095 if (stateblock
->changed
.scissorRect
)
1096 wined3d_device_set_scissor_rect(device
, &stateblock
->state
.scissor_rect
);
1098 map
= stateblock
->changed
.streamSource
;
1099 for (i
= 0; map
; map
>>= 1, ++i
)
1102 wined3d_device_set_stream_source(device
, i
,
1103 stateblock
->state
.streams
[i
].buffer
,
1104 0, stateblock
->state
.streams
[i
].stride
);
1107 map
= stateblock
->changed
.streamFreq
;
1108 for (i
= 0; map
; map
>>= 1, ++i
)
1111 wined3d_device_set_stream_source_freq(device
, i
,
1112 stateblock
->state
.streams
[i
].frequency
| stateblock
->state
.streams
[i
].flags
);
1115 map
= stateblock
->changed
.textures
;
1116 for (i
= 0; map
; map
>>= 1, ++i
)
1120 if (!(map
& 1)) continue;
1122 stage
= i
< MAX_FRAGMENT_SAMPLERS
? i
: WINED3DVERTEXTEXTURESAMPLER0
+ i
- MAX_FRAGMENT_SAMPLERS
;
1123 wined3d_device_set_texture(device
, stage
, stateblock
->state
.textures
[i
]);
1126 map
= stateblock
->changed
.clipplane
;
1127 for (i
= 0; map
; map
>>= 1, ++i
)
1129 if (!(map
& 1)) continue;
1131 wined3d_device_set_clip_plane(device
, i
, &stateblock
->state
.clip_planes
[i
]);
1134 stateblock
->device
->stateBlock
->state
.lowest_disabled_stage
= MAX_TEXTURES
- 1;
1135 for (i
= 0; i
< MAX_TEXTURES
- 1; ++i
)
1137 if (stateblock
->device
->stateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
1139 stateblock
->device
->stateBlock
->state
.lowest_disabled_stage
= i
;
1144 TRACE("Applied stateblock %p.\n", stateblock
);
1147 void stateblock_init_default_state(struct wined3d_stateblock
*stateblock
)
1149 struct wined3d_device
*device
= stateblock
->device
;
1150 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1151 struct wined3d_state
*state
= &stateblock
->state
;
1154 struct wined3d_line_pattern lp
;
1162 struct wined3d_swapchain
*swapchain
;
1163 struct wined3d_surface
*backbuffer
;
1165 TRACE("stateblock %p.\n", stateblock
);
1167 memset(stateblock
->changed
.pixelShaderConstantsF
, 0, device
->d3d_pshader_constantF
* sizeof(BOOL
));
1168 memset(stateblock
->changed
.vertexShaderConstantsF
, 0, device
->d3d_vshader_constantF
* sizeof(BOOL
));
1170 /* Set some of the defaults for lights, transforms etc */
1171 state
->transforms
[WINED3D_TS_PROJECTION
] = identity
;
1172 state
->transforms
[WINED3D_TS_VIEW
] = identity
;
1173 for (i
= 0; i
< 256; ++i
)
1175 state
->transforms
[WINED3D_TS_WORLD_MATRIX(i
)] = identity
;
1178 state
->fb
= &device
->fb
;
1180 TRACE("Render states\n");
1181 /* Render states: */
1182 if (device
->auto_depth_stencil
)
1183 state
->render_states
[WINED3D_RS_ZENABLE
] = WINED3D_ZB_TRUE
;
1185 state
->render_states
[WINED3D_RS_ZENABLE
] = WINED3D_ZB_FALSE
;
1186 state
->render_states
[WINED3D_RS_FILLMODE
] = WINED3D_FILL_SOLID
;
1187 state
->render_states
[WINED3D_RS_SHADEMODE
] = WINED3D_SHADE_GOURAUD
;
1188 lp
.lp
.repeat_factor
= 0;
1189 lp
.lp
.line_pattern
= 0;
1190 state
->render_states
[WINED3D_RS_LINEPATTERN
] = lp
.d
;
1191 state
->render_states
[WINED3D_RS_ZWRITEENABLE
] = TRUE
;
1192 state
->render_states
[WINED3D_RS_ALPHATESTENABLE
] = FALSE
;
1193 state
->render_states
[WINED3D_RS_LASTPIXEL
] = TRUE
;
1194 state
->render_states
[WINED3D_RS_SRCBLEND
] = WINED3D_BLEND_ONE
;
1195 state
->render_states
[WINED3D_RS_DESTBLEND
] = WINED3D_BLEND_ZERO
;
1196 state
->render_states
[WINED3D_RS_CULLMODE
] = WINED3D_CULL_CCW
;
1197 state
->render_states
[WINED3D_RS_ZFUNC
] = WINED3D_CMP_LESSEQUAL
;
1198 state
->render_states
[WINED3D_RS_ALPHAFUNC
] = WINED3D_CMP_ALWAYS
;
1199 state
->render_states
[WINED3D_RS_ALPHAREF
] = 0;
1200 state
->render_states
[WINED3D_RS_DITHERENABLE
] = FALSE
;
1201 state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] = FALSE
;
1202 state
->render_states
[WINED3D_RS_FOGENABLE
] = FALSE
;
1203 state
->render_states
[WINED3D_RS_SPECULARENABLE
] = FALSE
;
1204 state
->render_states
[WINED3D_RS_ZVISIBLE
] = 0;
1205 state
->render_states
[WINED3D_RS_FOGCOLOR
] = 0;
1206 state
->render_states
[WINED3D_RS_FOGTABLEMODE
] = WINED3D_FOG_NONE
;
1208 state
->render_states
[WINED3D_RS_FOGSTART
] = tmpfloat
.d
;
1210 state
->render_states
[WINED3D_RS_FOGEND
] = tmpfloat
.d
;
1212 state
->render_states
[WINED3D_RS_FOGDENSITY
] = tmpfloat
.d
;
1213 state
->render_states
[WINED3D_RS_EDGEANTIALIAS
] = FALSE
;
1214 state
->render_states
[WINED3D_RS_RANGEFOGENABLE
] = FALSE
;
1215 state
->render_states
[WINED3D_RS_STENCILENABLE
] = FALSE
;
1216 state
->render_states
[WINED3D_RS_STENCILFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1217 state
->render_states
[WINED3D_RS_STENCILZFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1218 state
->render_states
[WINED3D_RS_STENCILPASS
] = WINED3D_STENCIL_OP_KEEP
;
1219 state
->render_states
[WINED3D_RS_STENCILREF
] = 0;
1220 state
->render_states
[WINED3D_RS_STENCILMASK
] = 0xffffffff;
1221 state
->render_states
[WINED3D_RS_STENCILFUNC
] = WINED3D_CMP_ALWAYS
;
1222 state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] = 0xffffffff;
1223 state
->render_states
[WINED3D_RS_TEXTUREFACTOR
] = 0xffffffff;
1224 state
->render_states
[WINED3D_RS_WRAP0
] = 0;
1225 state
->render_states
[WINED3D_RS_WRAP1
] = 0;
1226 state
->render_states
[WINED3D_RS_WRAP2
] = 0;
1227 state
->render_states
[WINED3D_RS_WRAP3
] = 0;
1228 state
->render_states
[WINED3D_RS_WRAP4
] = 0;
1229 state
->render_states
[WINED3D_RS_WRAP5
] = 0;
1230 state
->render_states
[WINED3D_RS_WRAP6
] = 0;
1231 state
->render_states
[WINED3D_RS_WRAP7
] = 0;
1232 state
->render_states
[WINED3D_RS_CLIPPING
] = TRUE
;
1233 state
->render_states
[WINED3D_RS_LIGHTING
] = TRUE
;
1234 state
->render_states
[WINED3D_RS_AMBIENT
] = 0;
1235 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] = WINED3D_FOG_NONE
;
1236 state
->render_states
[WINED3D_RS_COLORVERTEX
] = TRUE
;
1237 state
->render_states
[WINED3D_RS_LOCALVIEWER
] = TRUE
;
1238 state
->render_states
[WINED3D_RS_NORMALIZENORMALS
] = FALSE
;
1239 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] = WINED3D_MCS_COLOR1
;
1240 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] = WINED3D_MCS_COLOR2
;
1241 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] = WINED3D_MCS_MATERIAL
;
1242 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] = WINED3D_MCS_MATERIAL
;
1243 state
->render_states
[WINED3D_RS_VERTEXBLEND
] = WINED3D_VBF_DISABLE
;
1244 state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] = 0;
1245 state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
] = FALSE
;
1247 state
->render_states
[WINED3D_RS_POINTSIZE
] = tmpfloat
.d
;
1249 state
->render_states
[WINED3D_RS_POINTSIZE_MIN
] = tmpfloat
.d
;
1250 state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] = FALSE
;
1251 state
->render_states
[WINED3D_RS_POINTSCALEENABLE
] = FALSE
;
1253 state
->render_states
[WINED3D_RS_POINTSCALE_A
] = tmpfloat
.d
;
1255 state
->render_states
[WINED3D_RS_POINTSCALE_B
] = tmpfloat
.d
;
1257 state
->render_states
[WINED3D_RS_POINTSCALE_C
] = tmpfloat
.d
;
1258 state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
] = TRUE
;
1259 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] = 0xffffffff;
1260 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] = WINED3D_PATCH_EDGE_DISCRETE
;
1262 state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] = tmpfloat
.d
;
1263 state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
] = 0xbaadcafe;
1264 tmpfloat
.f
= gl_info
->limits
.pointsize_max
;
1265 state
->render_states
[WINED3D_RS_POINTSIZE_MAX
] = tmpfloat
.d
;
1266 state
->render_states
[WINED3D_RS_INDEXEDVERTEXBLENDENABLE
] = FALSE
;
1267 state
->render_states
[WINED3D_RS_COLORWRITEENABLE
] = 0x0000000f;
1269 state
->render_states
[WINED3D_RS_TWEENFACTOR
] = tmpfloat
.d
;
1270 state
->render_states
[WINED3D_RS_BLENDOP
] = WINED3D_BLEND_OP_ADD
;
1271 state
->render_states
[WINED3D_RS_POSITIONDEGREE
] = WINED3D_DEGREE_CUBIC
;
1272 state
->render_states
[WINED3D_RS_NORMALDEGREE
] = WINED3D_DEGREE_LINEAR
;
1273 /* states new in d3d9 */
1274 state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
] = FALSE
;
1275 state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
] = 0;
1277 state
->render_states
[WINED3D_RS_MINTESSELLATIONLEVEL
] = tmpfloat
.d
;
1278 state
->render_states
[WINED3D_RS_MAXTESSELLATIONLEVEL
] = tmpfloat
.d
;
1279 state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
] = FALSE
;
1281 state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] = tmpfloat
.d
;
1282 state
->render_states
[WINED3D_RS_ADAPTIVETESS_Y
] = tmpfloat
.d
;
1284 state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
] = tmpfloat
.d
;
1286 state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
] = tmpfloat
.d
;
1287 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
] = FALSE
;
1288 state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
] = FALSE
;
1289 state
->render_states
[WINED3D_RS_CCW_STENCILFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1290 state
->render_states
[WINED3D_RS_CCW_STENCILZFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1291 state
->render_states
[WINED3D_RS_CCW_STENCILPASS
] = WINED3D_STENCIL_OP_KEEP
;
1292 state
->render_states
[WINED3D_RS_CCW_STENCILFUNC
] = WINED3D_CMP_ALWAYS
;
1293 state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
] = 0x0000000f;
1294 state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
] = 0x0000000f;
1295 state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
] = 0x0000000f;
1296 state
->render_states
[WINED3D_RS_BLENDFACTOR
] = 0xffffffff;
1297 state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
] = 0;
1298 state
->render_states
[WINED3D_RS_DEPTHBIAS
] = 0;
1299 state
->render_states
[WINED3D_RS_WRAP8
] = 0;
1300 state
->render_states
[WINED3D_RS_WRAP9
] = 0;
1301 state
->render_states
[WINED3D_RS_WRAP10
] = 0;
1302 state
->render_states
[WINED3D_RS_WRAP11
] = 0;
1303 state
->render_states
[WINED3D_RS_WRAP12
] = 0;
1304 state
->render_states
[WINED3D_RS_WRAP13
] = 0;
1305 state
->render_states
[WINED3D_RS_WRAP14
] = 0;
1306 state
->render_states
[WINED3D_RS_WRAP15
] = 0;
1307 state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
] = FALSE
;
1308 state
->render_states
[WINED3D_RS_SRCBLENDALPHA
] = WINED3D_BLEND_ONE
;
1309 state
->render_states
[WINED3D_RS_DESTBLENDALPHA
] = WINED3D_BLEND_ZERO
;
1310 state
->render_states
[WINED3D_RS_BLENDOPALPHA
] = WINED3D_BLEND_OP_ADD
;
1312 /* Texture Stage States - Put directly into state block, we will call function below */
1313 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1315 TRACE("Setting up default texture states for texture Stage %u.\n", i
);
1316 state
->transforms
[WINED3D_TS_TEXTURE0
+ i
] = identity
;
1317 state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] = i
? WINED3D_TOP_DISABLE
: WINED3D_TOP_MODULATE
;
1318 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] = WINED3DTA_TEXTURE
;
1319 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] = WINED3DTA_CURRENT
;
1320 state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
] = i
? WINED3D_TOP_DISABLE
: WINED3D_TOP_SELECT_ARG1
;
1321 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] = WINED3DTA_TEXTURE
;
1322 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] = WINED3DTA_CURRENT
;
1323 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
] = 0;
1324 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT01
] = 0;
1325 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT10
] = 0;
1326 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT11
] = 0;
1327 state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] = i
;
1328 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
] = 0;
1329 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
] = 0;
1330 state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
] = WINED3D_TTFF_DISABLE
;
1331 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] = WINED3DTA_CURRENT
;
1332 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] = WINED3DTA_CURRENT
;
1333 state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] = WINED3DTA_CURRENT
;
1335 state
->lowest_disabled_stage
= 1;
1338 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1340 TRACE("Setting up default samplers states for sampler %u.\n", i
);
1341 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_U
] = WINED3D_TADDRESS_WRAP
;
1342 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_V
] = WINED3D_TADDRESS_WRAP
;
1343 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_W
] = WINED3D_TADDRESS_WRAP
;
1344 state
->sampler_states
[i
][WINED3D_SAMP_BORDER_COLOR
] = 0;
1345 state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] = WINED3D_TEXF_POINT
;
1346 state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] = WINED3D_TEXF_POINT
;
1347 state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] = WINED3D_TEXF_NONE
;
1348 state
->sampler_states
[i
][WINED3D_SAMP_MIPMAP_LOD_BIAS
] = 0;
1349 state
->sampler_states
[i
][WINED3D_SAMP_MAX_MIP_LEVEL
] = 0;
1350 state
->sampler_states
[i
][WINED3D_SAMP_MAX_ANISOTROPY
] = 1;
1351 state
->sampler_states
[i
][WINED3D_SAMP_SRGB_TEXTURE
] = 0;
1352 /* TODO: Indicates which element of a multielement texture to use. */
1353 state
->sampler_states
[i
][WINED3D_SAMP_ELEMENT_INDEX
] = 0;
1354 /* TODO: Vertex offset in the presampled displacement map. */
1355 state
->sampler_states
[i
][WINED3D_SAMP_DMAP_OFFSET
] = 0;
1358 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
1360 state
->textures
[i
] = NULL
;
1363 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1364 if ((swapchain
= wined3d_device_get_swapchain(device
, 0)))
1366 if ((backbuffer
= wined3d_swapchain_get_back_buffer(swapchain
, 0, WINED3D_BACKBUFFER_TYPE_MONO
)))
1368 struct wined3d_resource_desc desc
;
1370 wined3d_resource_get_desc(&backbuffer
->resource
, &desc
);
1372 /* Set the default scissor rect values */
1373 state
->scissor_rect
.left
= 0;
1374 state
->scissor_rect
.right
= desc
.width
;
1375 state
->scissor_rect
.top
= 0;
1376 state
->scissor_rect
.bottom
= desc
.height
;
1379 /* Set the default viewport */
1380 state
->viewport
.x
= 0;
1381 state
->viewport
.y
= 0;
1382 state
->viewport
.width
= swapchain
->desc
.backbuffer_width
;
1383 state
->viewport
.height
= swapchain
->desc
.backbuffer_height
;
1384 state
->viewport
.min_z
= 0.0f
;
1385 state
->viewport
.max_z
= 1.0f
;
1391 static HRESULT
stateblock_init(struct wined3d_stateblock
*stateblock
,
1392 struct wined3d_device
*device
, enum wined3d_stateblock_type type
)
1397 stateblock
->ref
= 1;
1398 stateblock
->device
= device
;
1400 for (i
= 0; i
< LIGHTMAP_SIZE
; i
++)
1402 list_init(&stateblock
->state
.light_map
[i
]);
1405 hr
= stateblock_allocate_shader_constants(stateblock
);
1406 if (FAILED(hr
)) return hr
;
1408 /* The WINED3D_SBT_INIT stateblock type is used during initialization to
1409 * produce a placeholder stateblock so other functions called can update a
1411 if (type
== WINED3D_SBT_INIT
|| type
== WINED3D_SBT_RECORDED
) return WINED3D_OK
;
1413 TRACE("Updating changed flags appropriate for type %#x.\n", type
);
1417 case WINED3D_SBT_ALL
:
1418 stateblock_init_lights(stateblock
, device
->stateBlock
->state
.light_map
);
1419 stateblock_savedstates_set_all(&stateblock
->changed
, device
->d3d_vshader_constantF
,
1420 device
->d3d_pshader_constantF
);
1423 case WINED3D_SBT_PIXEL_STATE
:
1424 stateblock_savedstates_set_pixel(&stateblock
->changed
, device
->d3d_pshader_constantF
);
1427 case WINED3D_SBT_VERTEX_STATE
:
1428 stateblock_init_lights(stateblock
, device
->stateBlock
->state
.light_map
);
1429 stateblock_savedstates_set_vertex(&stateblock
->changed
, device
->d3d_vshader_constantF
);
1433 FIXME("Unrecognized state block type %#x.\n", type
);
1437 stateblock_init_contained_states(stateblock
);
1438 wined3d_stateblock_capture(stateblock
);
1443 HRESULT CDECL
wined3d_stateblock_create(struct wined3d_device
*device
,
1444 enum wined3d_stateblock_type type
, struct wined3d_stateblock
**stateblock
)
1446 struct wined3d_stateblock
*object
;
1449 TRACE("device %p, type %#x, stateblock %p.\n",
1450 device
, type
, stateblock
);
1452 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1455 ERR("Failed to allocate stateblock memory.\n");
1456 return E_OUTOFMEMORY
;
1459 hr
= stateblock_init(object
, device
, type
);
1462 WARN("Failed to initialize stateblock, hr %#x.\n", hr
);
1463 HeapFree(GetProcessHeap(), 0, object
);
1467 TRACE("Created stateblock %p.\n", object
);
1468 *stateblock
= object
;