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 const struct wined3d_d3d_info
*d3d_info
= &object
->device
->adapter
->d3d_info
;
199 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
200 sizeof(BOOL
) * d3d_info
->limits
.ps_uniform_count
);
201 if (!object
->changed
.pixelShaderConstantsF
) goto fail
;
203 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
204 sizeof(BOOL
) * d3d_info
->limits
.vs_uniform_count
);
205 if (!object
->changed
.vertexShaderConstantsF
) goto fail
;
207 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0,
208 sizeof(DWORD
) * d3d_info
->limits
.vs_uniform_count
);
209 if (!object
->contained_vs_consts_f
) goto fail
;
211 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0,
212 sizeof(DWORD
) * d3d_info
->limits
.ps_uniform_count
);
213 if (!object
->contained_ps_consts_f
) goto fail
;
218 ERR("Failed to allocate memory\n");
219 HeapFree(GetProcessHeap(), 0, object
->changed
.pixelShaderConstantsF
);
220 HeapFree(GetProcessHeap(), 0, object
->changed
.vertexShaderConstantsF
);
221 HeapFree(GetProcessHeap(), 0, object
->contained_vs_consts_f
);
222 HeapFree(GetProcessHeap(), 0, object
->contained_ps_consts_f
);
223 return E_OUTOFMEMORY
;
226 static inline void stateblock_set_bits(DWORD
*map
, UINT map_size
)
228 DWORD mask
= (1u << (map_size
& 0x1f)) - 1;
229 memset(map
, 0xff, (map_size
>> 5) * sizeof(*map
));
230 if (mask
) map
[map_size
>> 5] = mask
;
233 /* Set all members of a stateblock savedstate to the given value */
234 static void stateblock_savedstates_set_all(struct wined3d_saved_states
*states
, DWORD vs_consts
, DWORD ps_consts
)
239 states
->primitive_type
= 1;
241 states
->material
= 1;
242 states
->viewport
= 1;
243 states
->vertexDecl
= 1;
244 states
->pixelShader
= 1;
245 states
->vertexShader
= 1;
246 states
->scissorRect
= 1;
248 /* Fixed size arrays */
249 states
->streamSource
= 0xffff;
250 states
->streamFreq
= 0xffff;
251 states
->textures
= 0xfffff;
252 stateblock_set_bits(states
->transform
, HIGHEST_TRANSFORMSTATE
+ 1);
253 stateblock_set_bits(states
->renderState
, WINEHIGHEST_RENDER_STATE
+ 1);
254 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = 0x3ffff;
255 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = 0x3ffe;
256 states
->clipplane
= 0xffffffff;
257 states
->pixelShaderConstantsB
= 0xffff;
258 states
->pixelShaderConstantsI
= 0xffff;
259 states
->vertexShaderConstantsB
= 0xffff;
260 states
->vertexShaderConstantsI
= 0xffff;
262 /* Dynamically sized arrays */
263 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * ps_consts
);
264 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * vs_consts
);
267 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states
*states
, const DWORD num_constants
)
269 DWORD texture_mask
= 0;
270 WORD sampler_mask
= 0;
273 states
->pixelShader
= 1;
275 for (i
= 0; i
< sizeof(pixel_states_render
) / sizeof(*pixel_states_render
); ++i
)
277 DWORD rs
= pixel_states_render
[i
];
278 states
->renderState
[rs
>> 5] |= 1u << (rs
& 0x1f);
281 for (i
= 0; i
< sizeof(pixel_states_texture
) / sizeof(*pixel_states_texture
); ++i
)
282 texture_mask
|= 1u << pixel_states_texture
[i
];
283 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
284 for (i
= 0; i
< sizeof(pixel_states_sampler
) / sizeof(*pixel_states_sampler
); ++i
)
285 sampler_mask
|= 1u << pixel_states_sampler
[i
];
286 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
287 states
->pixelShaderConstantsB
= 0xffff;
288 states
->pixelShaderConstantsI
= 0xffff;
290 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
293 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states
*states
, const DWORD num_constants
)
295 DWORD texture_mask
= 0;
296 WORD sampler_mask
= 0;
299 states
->vertexDecl
= 1;
300 states
->vertexShader
= 1;
302 for (i
= 0; i
< sizeof(vertex_states_render
) / sizeof(*vertex_states_render
); ++i
)
304 DWORD rs
= vertex_states_render
[i
];
305 states
->renderState
[rs
>> 5] |= 1u << (rs
& 0x1f);
308 for (i
= 0; i
< sizeof(vertex_states_texture
) / sizeof(*vertex_states_texture
); ++i
)
309 texture_mask
|= 1u << vertex_states_texture
[i
];
310 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
311 for (i
= 0; i
< sizeof(vertex_states_sampler
) / sizeof(*vertex_states_sampler
); ++i
)
312 sampler_mask
|= 1u << vertex_states_sampler
[i
];
313 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
314 states
->vertexShaderConstantsB
= 0xffff;
315 states
->vertexShaderConstantsI
= 0xffff;
317 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
320 void stateblock_init_contained_states(struct wined3d_stateblock
*stateblock
)
322 const struct wined3d_d3d_info
*d3d_info
= &stateblock
->device
->adapter
->d3d_info
;
325 for (i
= 0; i
<= WINEHIGHEST_RENDER_STATE
>> 5; ++i
)
327 DWORD map
= stateblock
->changed
.renderState
[i
];
328 for (j
= 0; map
; map
>>= 1, ++j
)
330 if (!(map
& 1)) continue;
332 stateblock
->contained_render_states
[stateblock
->num_contained_render_states
] = (i
<< 5) | j
;
333 ++stateblock
->num_contained_render_states
;
337 for (i
= 0; i
<= HIGHEST_TRANSFORMSTATE
>> 5; ++i
)
339 DWORD map
= stateblock
->changed
.transform
[i
];
340 for (j
= 0; map
; map
>>= 1, ++j
)
342 if (!(map
& 1)) continue;
344 stateblock
->contained_transform_states
[stateblock
->num_contained_transform_states
] = (i
<< 5) | j
;
345 ++stateblock
->num_contained_transform_states
;
349 for (i
= 0; i
< d3d_info
->limits
.vs_uniform_count
; ++i
)
351 if (stateblock
->changed
.vertexShaderConstantsF
[i
])
353 stateblock
->contained_vs_consts_f
[stateblock
->num_contained_vs_consts_f
] = i
;
354 ++stateblock
->num_contained_vs_consts_f
;
358 for (i
= 0; i
< MAX_CONST_I
; ++i
)
360 if (stateblock
->changed
.vertexShaderConstantsI
& (1u << i
))
362 stateblock
->contained_vs_consts_i
[stateblock
->num_contained_vs_consts_i
] = i
;
363 ++stateblock
->num_contained_vs_consts_i
;
367 for (i
= 0; i
< MAX_CONST_B
; ++i
)
369 if (stateblock
->changed
.vertexShaderConstantsB
& (1u << i
))
371 stateblock
->contained_vs_consts_b
[stateblock
->num_contained_vs_consts_b
] = i
;
372 ++stateblock
->num_contained_vs_consts_b
;
376 for (i
= 0; i
< d3d_info
->limits
.ps_uniform_count
; ++i
)
378 if (stateblock
->changed
.pixelShaderConstantsF
[i
])
380 stateblock
->contained_ps_consts_f
[stateblock
->num_contained_ps_consts_f
] = i
;
381 ++stateblock
->num_contained_ps_consts_f
;
385 for (i
= 0; i
< MAX_CONST_I
; ++i
)
387 if (stateblock
->changed
.pixelShaderConstantsI
& (1u << i
))
389 stateblock
->contained_ps_consts_i
[stateblock
->num_contained_ps_consts_i
] = i
;
390 ++stateblock
->num_contained_ps_consts_i
;
394 for (i
= 0; i
< MAX_CONST_B
; ++i
)
396 if (stateblock
->changed
.pixelShaderConstantsB
& (1u << i
))
398 stateblock
->contained_ps_consts_b
[stateblock
->num_contained_ps_consts_b
] = i
;
399 ++stateblock
->num_contained_ps_consts_b
;
403 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
405 DWORD map
= stateblock
->changed
.textureState
[i
];
407 for(j
= 0; map
; map
>>= 1, ++j
)
409 if (!(map
& 1)) continue;
411 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].stage
= i
;
412 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].state
= j
;
413 ++stateblock
->num_contained_tss_states
;
417 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
419 DWORD map
= stateblock
->changed
.samplerState
[i
];
421 for (j
= 0; map
; map
>>= 1, ++j
)
423 if (!(map
& 1)) continue;
425 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].stage
= i
;
426 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].state
= j
;
427 ++stateblock
->num_contained_sampler_states
;
432 static void stateblock_init_lights(struct wined3d_stateblock
*stateblock
, struct list
*light_map
)
436 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
438 const struct wined3d_light_info
*src_light
;
440 LIST_FOR_EACH_ENTRY(src_light
, &light_map
[i
], struct wined3d_light_info
, entry
)
442 struct wined3d_light_info
*dst_light
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light
));
444 *dst_light
= *src_light
;
445 list_add_tail(&stateblock
->state
.light_map
[i
], &dst_light
->entry
);
450 ULONG CDECL
wined3d_stateblock_incref(struct wined3d_stateblock
*stateblock
)
452 ULONG refcount
= InterlockedIncrement(&stateblock
->ref
);
454 TRACE("%p increasing refcount to %u.\n", stateblock
, refcount
);
459 void state_unbind_resources(struct wined3d_state
*state
)
461 struct wined3d_shader_resource_view
*srv
;
462 struct wined3d_vertex_declaration
*decl
;
463 struct wined3d_sampler
*sampler
;
464 struct wined3d_texture
*texture
;
465 struct wined3d_buffer
*buffer
;
466 struct wined3d_shader
*shader
;
469 if ((decl
= state
->vertex_declaration
))
471 state
->vertex_declaration
= NULL
;
472 wined3d_vertex_declaration_decref(decl
);
475 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
477 if ((texture
= state
->textures
[i
]))
479 state
->textures
[i
] = NULL
;
480 wined3d_texture_decref(texture
);
484 for (i
= 0; i
< MAX_STREAM_OUT
; ++i
)
486 if ((buffer
= state
->stream_output
[i
].buffer
))
488 state
->stream_output
[i
].buffer
= NULL
;
489 wined3d_buffer_decref(buffer
);
493 for (i
= 0; i
< MAX_STREAMS
; ++i
)
495 if ((buffer
= state
->streams
[i
].buffer
))
497 state
->streams
[i
].buffer
= NULL
;
498 wined3d_buffer_decref(buffer
);
502 if ((buffer
= state
->index_buffer
))
504 state
->index_buffer
= NULL
;
505 wined3d_buffer_decref(buffer
);
508 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
510 if ((shader
= state
->shader
[i
]))
512 state
->shader
[i
] = NULL
;
513 wined3d_shader_decref(shader
);
516 for (j
= 0; j
< MAX_CONSTANT_BUFFERS
; ++j
)
518 if ((buffer
= state
->cb
[i
][j
]))
520 state
->cb
[i
][j
] = NULL
;
521 wined3d_buffer_decref(buffer
);
525 for (j
= 0; j
< MAX_SAMPLER_OBJECTS
; ++j
)
527 if ((sampler
= state
->sampler
[i
][j
]))
529 state
->sampler
[i
][j
] = NULL
;
530 wined3d_sampler_decref(sampler
);
534 for (j
= 0; j
< MAX_SHADER_RESOURCE_VIEWS
; ++j
)
536 if ((srv
= state
->shader_resource_view
[i
][j
]))
538 state
->shader_resource_view
[i
][j
] = NULL
;
539 wined3d_shader_resource_view_decref(srv
);
545 void state_cleanup(struct wined3d_state
*state
)
547 unsigned int counter
;
549 if (!(state
->flags
& WINED3D_STATE_NO_REF
))
550 state_unbind_resources(state
);
552 for (counter
= 0; counter
< MAX_ACTIVE_LIGHTS
; ++counter
)
554 state
->lights
[counter
] = NULL
;
557 for (counter
= 0; counter
< LIGHTMAP_SIZE
; ++counter
)
559 struct list
*e1
, *e2
;
560 LIST_FOR_EACH_SAFE(e1
, e2
, &state
->light_map
[counter
])
562 struct wined3d_light_info
*light
= LIST_ENTRY(e1
, struct wined3d_light_info
, entry
);
563 list_remove(&light
->entry
);
564 HeapFree(GetProcessHeap(), 0, light
);
568 HeapFree(GetProcessHeap(), 0, state
->vs_consts_f
);
569 HeapFree(GetProcessHeap(), 0, state
->ps_consts_f
);
572 ULONG CDECL
wined3d_stateblock_decref(struct wined3d_stateblock
*stateblock
)
574 ULONG refcount
= InterlockedDecrement(&stateblock
->ref
);
576 TRACE("%p decreasing refcount to %u\n", stateblock
, refcount
);
580 state_cleanup(&stateblock
->state
);
582 HeapFree(GetProcessHeap(), 0, stateblock
->changed
.vertexShaderConstantsF
);
583 HeapFree(GetProcessHeap(), 0, stateblock
->changed
.pixelShaderConstantsF
);
584 HeapFree(GetProcessHeap(), 0, stateblock
->contained_vs_consts_f
);
585 HeapFree(GetProcessHeap(), 0, stateblock
->contained_ps_consts_f
);
586 HeapFree(GetProcessHeap(), 0, stateblock
);
592 static void wined3d_state_record_lights(struct wined3d_state
*dst_state
, const struct wined3d_state
*src_state
)
596 /* Lights... For a recorded state block, we just had a chain of actions
597 * to perform, so we need to walk that chain and update any actions which
599 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
602 LIST_FOR_EACH(e
, &dst_state
->light_map
[i
])
604 BOOL updated
= FALSE
;
605 struct wined3d_light_info
*src
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
), *realLight
;
607 /* Look up the light in the destination */
608 LIST_FOR_EACH(f
, &src_state
->light_map
[i
])
610 realLight
= LIST_ENTRY(f
, struct wined3d_light_info
, entry
);
611 if (realLight
->OriginalIndex
== src
->OriginalIndex
)
613 src
->OriginalParms
= realLight
->OriginalParms
;
615 if (realLight
->glIndex
== -1 && src
->glIndex
!= -1)
618 dst_state
->lights
[src
->glIndex
] = NULL
;
620 else if (realLight
->glIndex
!= -1 && src
->glIndex
== -1)
623 dst_state
->lights
[realLight
->glIndex
] = src
;
625 src
->glIndex
= realLight
->glIndex
;
633 /* This can happen if the light was originally created as a
634 * default light for SetLightEnable() while recording. */
635 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
636 src
->OriginalIndex
, dst_state
, src_state
);
638 src
->OriginalParms
= WINED3D_default_light
;
639 if (src
->glIndex
!= -1)
641 dst_state
->lights
[src
->glIndex
] = NULL
;
649 void CDECL
wined3d_stateblock_capture(struct wined3d_stateblock
*stateblock
)
651 const struct wined3d_state
*src_state
= &stateblock
->device
->state
;
655 TRACE("stateblock %p.\n", stateblock
);
657 TRACE("Capturing state %p.\n", src_state
);
659 if (stateblock
->changed
.vertexShader
&& stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
]
660 != src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
662 TRACE("Updating vertex shader from %p to %p\n",
663 stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
],
664 src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]);
666 if (src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
667 wined3d_shader_incref(src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]);
668 if (stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
])
669 wined3d_shader_decref(stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
]);
670 stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
] = src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
673 /* Vertex shader float constants. */
674 for (i
= 0; i
< stateblock
->num_contained_vs_consts_f
; ++i
)
676 unsigned int idx
= stateblock
->contained_vs_consts_f
[i
];
678 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx
,
679 src_state
->vs_consts_f
[idx
* 4 + 0],
680 src_state
->vs_consts_f
[idx
* 4 + 1],
681 src_state
->vs_consts_f
[idx
* 4 + 2],
682 src_state
->vs_consts_f
[idx
* 4 + 3]);
684 stateblock
->state
.vs_consts_f
[idx
* 4 + 0] = src_state
->vs_consts_f
[idx
* 4 + 0];
685 stateblock
->state
.vs_consts_f
[idx
* 4 + 1] = src_state
->vs_consts_f
[idx
* 4 + 1];
686 stateblock
->state
.vs_consts_f
[idx
* 4 + 2] = src_state
->vs_consts_f
[idx
* 4 + 2];
687 stateblock
->state
.vs_consts_f
[idx
* 4 + 3] = src_state
->vs_consts_f
[idx
* 4 + 3];
690 /* Vertex shader integer constants. */
691 for (i
= 0; i
< stateblock
->num_contained_vs_consts_i
; ++i
)
693 unsigned int idx
= stateblock
->contained_vs_consts_i
[i
];
695 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx
,
696 src_state
->vs_consts_i
[idx
* 4 + 0],
697 src_state
->vs_consts_i
[idx
* 4 + 1],
698 src_state
->vs_consts_i
[idx
* 4 + 2],
699 src_state
->vs_consts_i
[idx
* 4 + 3]);
701 stateblock
->state
.vs_consts_i
[idx
* 4 + 0] = src_state
->vs_consts_i
[idx
* 4 + 0];
702 stateblock
->state
.vs_consts_i
[idx
* 4 + 1] = src_state
->vs_consts_i
[idx
* 4 + 1];
703 stateblock
->state
.vs_consts_i
[idx
* 4 + 2] = src_state
->vs_consts_i
[idx
* 4 + 2];
704 stateblock
->state
.vs_consts_i
[idx
* 4 + 3] = src_state
->vs_consts_i
[idx
* 4 + 3];
707 /* Vertex shader boolean constants. */
708 for (i
= 0; i
< stateblock
->num_contained_vs_consts_b
; ++i
)
710 unsigned int idx
= stateblock
->contained_vs_consts_b
[i
];
712 TRACE("Setting vs_consts_b[%u] to %s.\n",
713 idx
, src_state
->vs_consts_b
[idx
] ? "TRUE" : "FALSE");
715 stateblock
->state
.vs_consts_b
[idx
] = src_state
->vs_consts_b
[idx
];
718 /* Pixel shader float constants. */
719 for (i
= 0; i
< stateblock
->num_contained_ps_consts_f
; ++i
)
721 unsigned int idx
= stateblock
->contained_ps_consts_f
[i
];
723 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx
,
724 src_state
->ps_consts_f
[idx
* 4 + 0],
725 src_state
->ps_consts_f
[idx
* 4 + 1],
726 src_state
->ps_consts_f
[idx
* 4 + 2],
727 src_state
->ps_consts_f
[idx
* 4 + 3]);
729 stateblock
->state
.ps_consts_f
[idx
* 4 + 0] = src_state
->ps_consts_f
[idx
* 4 + 0];
730 stateblock
->state
.ps_consts_f
[idx
* 4 + 1] = src_state
->ps_consts_f
[idx
* 4 + 1];
731 stateblock
->state
.ps_consts_f
[idx
* 4 + 2] = src_state
->ps_consts_f
[idx
* 4 + 2];
732 stateblock
->state
.ps_consts_f
[idx
* 4 + 3] = src_state
->ps_consts_f
[idx
* 4 + 3];
735 /* Pixel shader integer constants. */
736 for (i
= 0; i
< stateblock
->num_contained_ps_consts_i
; ++i
)
738 unsigned int idx
= stateblock
->contained_ps_consts_i
[i
];
739 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx
,
740 src_state
->ps_consts_i
[idx
* 4 + 0],
741 src_state
->ps_consts_i
[idx
* 4 + 1],
742 src_state
->ps_consts_i
[idx
* 4 + 2],
743 src_state
->ps_consts_i
[idx
* 4 + 3]);
745 stateblock
->state
.ps_consts_i
[idx
* 4 + 0] = src_state
->ps_consts_i
[idx
* 4 + 0];
746 stateblock
->state
.ps_consts_i
[idx
* 4 + 1] = src_state
->ps_consts_i
[idx
* 4 + 1];
747 stateblock
->state
.ps_consts_i
[idx
* 4 + 2] = src_state
->ps_consts_i
[idx
* 4 + 2];
748 stateblock
->state
.ps_consts_i
[idx
* 4 + 3] = src_state
->ps_consts_i
[idx
* 4 + 3];
751 /* Pixel shader boolean constants. */
752 for (i
= 0; i
< stateblock
->num_contained_ps_consts_b
; ++i
)
754 unsigned int idx
= stateblock
->contained_ps_consts_b
[i
];
755 TRACE("Setting ps_consts_b[%u] to %s.\n",
756 idx
, src_state
->ps_consts_b
[idx
] ? "TRUE" : "FALSE");
758 stateblock
->state
.ps_consts_b
[idx
] = src_state
->ps_consts_b
[idx
];
761 /* Others + Render & Texture */
762 for (i
= 0; i
< stateblock
->num_contained_transform_states
; ++i
)
764 enum wined3d_transform_state transform
= stateblock
->contained_transform_states
[i
];
766 TRACE("Updating transform %#x.\n", transform
);
768 stateblock
->state
.transforms
[transform
] = src_state
->transforms
[transform
];
771 if (stateblock
->changed
.primitive_type
)
772 stateblock
->state
.gl_primitive_type
= src_state
->gl_primitive_type
;
774 if (stateblock
->changed
.indices
775 && ((stateblock
->state
.index_buffer
!= src_state
->index_buffer
)
776 || (stateblock
->state
.base_vertex_index
!= src_state
->base_vertex_index
)
777 || (stateblock
->state
.index_format
!= src_state
->index_format
)))
779 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
780 src_state
->index_buffer
, src_state
->base_vertex_index
);
782 if (src_state
->index_buffer
)
783 wined3d_buffer_incref(src_state
->index_buffer
);
784 if (stateblock
->state
.index_buffer
)
785 wined3d_buffer_decref(stateblock
->state
.index_buffer
);
786 stateblock
->state
.index_buffer
= src_state
->index_buffer
;
787 stateblock
->state
.base_vertex_index
= src_state
->base_vertex_index
;
788 stateblock
->state
.index_format
= src_state
->index_format
;
791 if (stateblock
->changed
.vertexDecl
&& stateblock
->state
.vertex_declaration
!= src_state
->vertex_declaration
)
793 TRACE("Updating vertex declaration from %p to %p.\n",
794 stateblock
->state
.vertex_declaration
, src_state
->vertex_declaration
);
796 if (src_state
->vertex_declaration
)
797 wined3d_vertex_declaration_incref(src_state
->vertex_declaration
);
798 if (stateblock
->state
.vertex_declaration
)
799 wined3d_vertex_declaration_decref(stateblock
->state
.vertex_declaration
);
800 stateblock
->state
.vertex_declaration
= src_state
->vertex_declaration
;
803 if (stateblock
->changed
.material
804 && memcmp(&src_state
->material
, &stateblock
->state
.material
, sizeof(stateblock
->state
.material
)))
806 TRACE("Updating material.\n");
808 stateblock
->state
.material
= src_state
->material
;
811 if (stateblock
->changed
.viewport
812 && memcmp(&src_state
->viewport
, &stateblock
->state
.viewport
, sizeof(stateblock
->state
.viewport
)))
814 TRACE("Updating viewport.\n");
816 stateblock
->state
.viewport
= src_state
->viewport
;
819 if (stateblock
->changed
.scissorRect
&& memcmp(&src_state
->scissor_rect
,
820 &stateblock
->state
.scissor_rect
, sizeof(stateblock
->state
.scissor_rect
)))
822 TRACE("Updating scissor rect.\n");
824 stateblock
->state
.scissor_rect
= src_state
->scissor_rect
;
827 map
= stateblock
->changed
.streamSource
;
828 for (i
= 0; map
; map
>>= 1, ++i
)
830 if (!(map
& 1)) continue;
832 if (stateblock
->state
.streams
[i
].stride
!= src_state
->streams
[i
].stride
833 || stateblock
->state
.streams
[i
].buffer
!= src_state
->streams
[i
].buffer
)
835 TRACE("Updating stream source %u to %p, stride to %u.\n",
836 i
, src_state
->streams
[i
].buffer
,
837 src_state
->streams
[i
].stride
);
839 stateblock
->state
.streams
[i
].stride
= src_state
->streams
[i
].stride
;
840 if (src_state
->streams
[i
].buffer
)
841 wined3d_buffer_incref(src_state
->streams
[i
].buffer
);
842 if (stateblock
->state
.streams
[i
].buffer
)
843 wined3d_buffer_decref(stateblock
->state
.streams
[i
].buffer
);
844 stateblock
->state
.streams
[i
].buffer
= src_state
->streams
[i
].buffer
;
848 map
= stateblock
->changed
.streamFreq
;
849 for (i
= 0; map
; map
>>= 1, ++i
)
851 if (!(map
& 1)) continue;
853 if (stateblock
->state
.streams
[i
].frequency
!= src_state
->streams
[i
].frequency
854 || stateblock
->state
.streams
[i
].flags
!= src_state
->streams
[i
].flags
)
856 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
857 i
, src_state
->streams
[i
].frequency
, src_state
->streams
[i
].flags
);
859 stateblock
->state
.streams
[i
].frequency
= src_state
->streams
[i
].frequency
;
860 stateblock
->state
.streams
[i
].flags
= src_state
->streams
[i
].flags
;
864 map
= stateblock
->changed
.clipplane
;
865 for (i
= 0; map
; map
>>= 1, ++i
)
867 if (!(map
& 1)) continue;
869 if (memcmp(&stateblock
->state
.clip_planes
[i
], &src_state
->clip_planes
[i
], sizeof(src_state
->clip_planes
[i
])))
871 TRACE("Updating clipplane %u.\n", i
);
872 stateblock
->state
.clip_planes
[i
] = src_state
->clip_planes
[i
];
877 for (i
= 0; i
< stateblock
->num_contained_render_states
; ++i
)
879 enum wined3d_render_state rs
= stateblock
->contained_render_states
[i
];
881 TRACE("Updating render state %#x to %u.\n", rs
, src_state
->render_states
[rs
]);
883 stateblock
->state
.render_states
[rs
] = src_state
->render_states
[rs
];
887 for (i
= 0; i
< stateblock
->num_contained_tss_states
; ++i
)
889 DWORD stage
= stateblock
->contained_tss_states
[i
].stage
;
890 DWORD state
= stateblock
->contained_tss_states
[i
].state
;
892 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage
, state
,
893 src_state
->texture_states
[stage
][state
], stateblock
->state
.texture_states
[stage
][state
]);
895 stateblock
->state
.texture_states
[stage
][state
] = src_state
->texture_states
[stage
][state
];
899 map
= stateblock
->changed
.textures
;
900 for (i
= 0; map
; map
>>= 1, ++i
)
902 if (!(map
& 1)) continue;
904 TRACE("Updating texture %u to %p (was %p).\n",
905 i
, src_state
->textures
[i
], stateblock
->state
.textures
[i
]);
907 if (src_state
->textures
[i
])
908 wined3d_texture_incref(src_state
->textures
[i
]);
909 if (stateblock
->state
.textures
[i
])
910 wined3d_texture_decref(stateblock
->state
.textures
[i
]);
911 stateblock
->state
.textures
[i
] = src_state
->textures
[i
];
914 for (i
= 0; i
< stateblock
->num_contained_sampler_states
; ++i
)
916 DWORD stage
= stateblock
->contained_sampler_states
[i
].stage
;
917 DWORD state
= stateblock
->contained_sampler_states
[i
].state
;
919 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage
, state
,
920 src_state
->sampler_states
[stage
][state
], stateblock
->state
.sampler_states
[stage
][state
]);
922 stateblock
->state
.sampler_states
[stage
][state
] = src_state
->sampler_states
[stage
][state
];
925 if (stateblock
->changed
.pixelShader
&& stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
]
926 != src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
])
928 if (src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
])
929 wined3d_shader_incref(src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]);
930 if (stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
])
931 wined3d_shader_decref(stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
]);
932 stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
] = src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
935 wined3d_state_record_lights(&stateblock
->state
, src_state
);
937 TRACE("Capture done.\n");
940 static void apply_lights(struct wined3d_device
*device
, const struct wined3d_state
*state
)
944 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
948 LIST_FOR_EACH(e
, &state
->light_map
[i
])
950 const struct wined3d_light_info
*light
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
952 wined3d_device_set_light(device
, light
->OriginalIndex
, &light
->OriginalParms
);
953 wined3d_device_set_light_enable(device
, light
->OriginalIndex
, light
->glIndex
!= -1);
958 void CDECL
wined3d_stateblock_apply(const struct wined3d_stateblock
*stateblock
)
960 struct wined3d_device
*device
= stateblock
->device
;
964 TRACE("Applying stateblock %p to device %p.\n", stateblock
, device
);
966 if (stateblock
->changed
.vertexShader
)
967 wined3d_device_set_vertex_shader(device
, stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
]);
969 /* Vertex Shader Constants. */
970 for (i
= 0; i
< stateblock
->num_contained_vs_consts_f
; ++i
)
972 wined3d_device_set_vs_consts_f(device
, stateblock
->contained_vs_consts_f
[i
],
973 stateblock
->state
.vs_consts_f
+ stateblock
->contained_vs_consts_f
[i
] * 4, 1);
975 for (i
= 0; i
< stateblock
->num_contained_vs_consts_i
; ++i
)
977 wined3d_device_set_vs_consts_i(device
, stateblock
->contained_vs_consts_i
[i
],
978 stateblock
->state
.vs_consts_i
+ stateblock
->contained_vs_consts_i
[i
] * 4, 1);
980 for (i
= 0; i
< stateblock
->num_contained_vs_consts_b
; ++i
)
982 wined3d_device_set_vs_consts_b(device
, stateblock
->contained_vs_consts_b
[i
],
983 stateblock
->state
.vs_consts_b
+ stateblock
->contained_vs_consts_b
[i
], 1);
986 apply_lights(device
, &stateblock
->state
);
988 if (stateblock
->changed
.pixelShader
)
989 wined3d_device_set_pixel_shader(device
, stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
]);
991 /* Pixel Shader Constants. */
992 for (i
= 0; i
< stateblock
->num_contained_ps_consts_f
; ++i
)
994 wined3d_device_set_ps_consts_f(device
, stateblock
->contained_ps_consts_f
[i
],
995 stateblock
->state
.ps_consts_f
+ stateblock
->contained_ps_consts_f
[i
] * 4, 1);
997 for (i
= 0; i
< stateblock
->num_contained_ps_consts_i
; ++i
)
999 wined3d_device_set_ps_consts_i(device
, stateblock
->contained_ps_consts_i
[i
],
1000 stateblock
->state
.ps_consts_i
+ stateblock
->contained_ps_consts_i
[i
] * 4, 1);
1002 for (i
= 0; i
< stateblock
->num_contained_ps_consts_b
; ++i
)
1004 wined3d_device_set_ps_consts_b(device
, stateblock
->contained_ps_consts_b
[i
],
1005 stateblock
->state
.ps_consts_b
+ stateblock
->contained_ps_consts_b
[i
], 1);
1008 /* Render states. */
1009 for (i
= 0; i
< stateblock
->num_contained_render_states
; ++i
)
1011 wined3d_device_set_render_state(device
, stateblock
->contained_render_states
[i
],
1012 stateblock
->state
.render_states
[stateblock
->contained_render_states
[i
]]);
1015 /* Texture states. */
1016 for (i
= 0; i
< stateblock
->num_contained_tss_states
; ++i
)
1018 DWORD stage
= stateblock
->contained_tss_states
[i
].stage
;
1019 DWORD state
= stateblock
->contained_tss_states
[i
].state
;
1021 wined3d_device_set_texture_stage_state(device
, stage
, state
, stateblock
->state
.texture_states
[stage
][state
]);
1024 /* Sampler states. */
1025 for (i
= 0; i
< stateblock
->num_contained_sampler_states
; ++i
)
1027 DWORD stage
= stateblock
->contained_sampler_states
[i
].stage
;
1028 DWORD state
= stateblock
->contained_sampler_states
[i
].state
;
1029 DWORD value
= stateblock
->state
.sampler_states
[stage
][state
];
1031 if (stage
>= MAX_FRAGMENT_SAMPLERS
) stage
+= WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
;
1032 wined3d_device_set_sampler_state(device
, stage
, state
, value
);
1035 /* Transform states. */
1036 for (i
= 0; i
< stateblock
->num_contained_transform_states
; ++i
)
1038 wined3d_device_set_transform(device
, stateblock
->contained_transform_states
[i
],
1039 &stateblock
->state
.transforms
[stateblock
->contained_transform_states
[i
]]);
1042 if (stateblock
->changed
.primitive_type
)
1044 GLenum gl_primitive_type
, prev
;
1046 if (device
->recording
)
1047 device
->recording
->changed
.primitive_type
= TRUE
;
1048 gl_primitive_type
= stateblock
->state
.gl_primitive_type
;
1049 prev
= device
->update_state
->gl_primitive_type
;
1050 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
1051 if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
1052 device_invalidate_state(device
, STATE_POINT_ENABLE
);
1055 if (stateblock
->changed
.indices
)
1057 wined3d_device_set_index_buffer(device
, stateblock
->state
.index_buffer
, stateblock
->state
.index_format
);
1058 wined3d_device_set_base_vertex_index(device
, stateblock
->state
.base_vertex_index
);
1061 if (stateblock
->changed
.vertexDecl
&& stateblock
->state
.vertex_declaration
)
1062 wined3d_device_set_vertex_declaration(device
, stateblock
->state
.vertex_declaration
);
1064 if (stateblock
->changed
.material
)
1065 wined3d_device_set_material(device
, &stateblock
->state
.material
);
1067 if (stateblock
->changed
.viewport
)
1068 wined3d_device_set_viewport(device
, &stateblock
->state
.viewport
);
1070 if (stateblock
->changed
.scissorRect
)
1071 wined3d_device_set_scissor_rect(device
, &stateblock
->state
.scissor_rect
);
1073 map
= stateblock
->changed
.streamSource
;
1074 for (i
= 0; map
; map
>>= 1, ++i
)
1077 wined3d_device_set_stream_source(device
, i
,
1078 stateblock
->state
.streams
[i
].buffer
,
1079 0, stateblock
->state
.streams
[i
].stride
);
1082 map
= stateblock
->changed
.streamFreq
;
1083 for (i
= 0; map
; map
>>= 1, ++i
)
1086 wined3d_device_set_stream_source_freq(device
, i
,
1087 stateblock
->state
.streams
[i
].frequency
| stateblock
->state
.streams
[i
].flags
);
1090 map
= stateblock
->changed
.textures
;
1091 for (i
= 0; map
; map
>>= 1, ++i
)
1095 if (!(map
& 1)) continue;
1097 stage
= i
< MAX_FRAGMENT_SAMPLERS
? i
: WINED3DVERTEXTEXTURESAMPLER0
+ i
- MAX_FRAGMENT_SAMPLERS
;
1098 wined3d_device_set_texture(device
, stage
, stateblock
->state
.textures
[i
]);
1101 map
= stateblock
->changed
.clipplane
;
1102 for (i
= 0; map
; map
>>= 1, ++i
)
1104 if (!(map
& 1)) continue;
1106 wined3d_device_set_clip_plane(device
, i
, &stateblock
->state
.clip_planes
[i
]);
1109 TRACE("Applied stateblock %p.\n", stateblock
);
1112 static void state_init_default(struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
)
1116 struct wined3d_line_pattern lp
;
1124 struct wined3d_matrix identity
;
1126 TRACE("state %p, gl_info %p.\n", state
, gl_info
);
1128 get_identity_matrix(&identity
);
1129 state
->gl_primitive_type
= ~0u;
1131 /* Set some of the defaults for lights, transforms etc */
1132 state
->transforms
[WINED3D_TS_PROJECTION
] = identity
;
1133 state
->transforms
[WINED3D_TS_VIEW
] = identity
;
1134 for (i
= 0; i
< 256; ++i
)
1136 state
->transforms
[WINED3D_TS_WORLD_MATRIX(i
)] = identity
;
1139 TRACE("Render states\n");
1140 /* Render states: */
1141 state
->render_states
[WINED3D_RS_ZENABLE
] = WINED3D_ZB_TRUE
;
1142 state
->render_states
[WINED3D_RS_FILLMODE
] = WINED3D_FILL_SOLID
;
1143 state
->render_states
[WINED3D_RS_SHADEMODE
] = WINED3D_SHADE_GOURAUD
;
1144 lp
.lp
.repeat_factor
= 0;
1145 lp
.lp
.line_pattern
= 0;
1146 state
->render_states
[WINED3D_RS_LINEPATTERN
] = lp
.d
;
1147 state
->render_states
[WINED3D_RS_ZWRITEENABLE
] = TRUE
;
1148 state
->render_states
[WINED3D_RS_ALPHATESTENABLE
] = FALSE
;
1149 state
->render_states
[WINED3D_RS_LASTPIXEL
] = TRUE
;
1150 state
->render_states
[WINED3D_RS_SRCBLEND
] = WINED3D_BLEND_ONE
;
1151 state
->render_states
[WINED3D_RS_DESTBLEND
] = WINED3D_BLEND_ZERO
;
1152 state
->render_states
[WINED3D_RS_CULLMODE
] = WINED3D_CULL_CCW
;
1153 state
->render_states
[WINED3D_RS_ZFUNC
] = WINED3D_CMP_LESSEQUAL
;
1154 state
->render_states
[WINED3D_RS_ALPHAFUNC
] = WINED3D_CMP_ALWAYS
;
1155 state
->render_states
[WINED3D_RS_ALPHAREF
] = 0;
1156 state
->render_states
[WINED3D_RS_DITHERENABLE
] = FALSE
;
1157 state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] = FALSE
;
1158 state
->render_states
[WINED3D_RS_FOGENABLE
] = FALSE
;
1159 state
->render_states
[WINED3D_RS_SPECULARENABLE
] = FALSE
;
1160 state
->render_states
[WINED3D_RS_ZVISIBLE
] = 0;
1161 state
->render_states
[WINED3D_RS_FOGCOLOR
] = 0;
1162 state
->render_states
[WINED3D_RS_FOGTABLEMODE
] = WINED3D_FOG_NONE
;
1164 state
->render_states
[WINED3D_RS_FOGSTART
] = tmpfloat
.d
;
1166 state
->render_states
[WINED3D_RS_FOGEND
] = tmpfloat
.d
;
1168 state
->render_states
[WINED3D_RS_FOGDENSITY
] = tmpfloat
.d
;
1169 state
->render_states
[WINED3D_RS_EDGEANTIALIAS
] = FALSE
;
1170 state
->render_states
[WINED3D_RS_RANGEFOGENABLE
] = FALSE
;
1171 state
->render_states
[WINED3D_RS_STENCILENABLE
] = FALSE
;
1172 state
->render_states
[WINED3D_RS_STENCILFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1173 state
->render_states
[WINED3D_RS_STENCILZFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1174 state
->render_states
[WINED3D_RS_STENCILPASS
] = WINED3D_STENCIL_OP_KEEP
;
1175 state
->render_states
[WINED3D_RS_STENCILREF
] = 0;
1176 state
->render_states
[WINED3D_RS_STENCILMASK
] = 0xffffffff;
1177 state
->render_states
[WINED3D_RS_STENCILFUNC
] = WINED3D_CMP_ALWAYS
;
1178 state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] = 0xffffffff;
1179 state
->render_states
[WINED3D_RS_TEXTUREFACTOR
] = 0xffffffff;
1180 state
->render_states
[WINED3D_RS_WRAP0
] = 0;
1181 state
->render_states
[WINED3D_RS_WRAP1
] = 0;
1182 state
->render_states
[WINED3D_RS_WRAP2
] = 0;
1183 state
->render_states
[WINED3D_RS_WRAP3
] = 0;
1184 state
->render_states
[WINED3D_RS_WRAP4
] = 0;
1185 state
->render_states
[WINED3D_RS_WRAP5
] = 0;
1186 state
->render_states
[WINED3D_RS_WRAP6
] = 0;
1187 state
->render_states
[WINED3D_RS_WRAP7
] = 0;
1188 state
->render_states
[WINED3D_RS_CLIPPING
] = TRUE
;
1189 state
->render_states
[WINED3D_RS_LIGHTING
] = TRUE
;
1190 state
->render_states
[WINED3D_RS_AMBIENT
] = 0;
1191 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] = WINED3D_FOG_NONE
;
1192 state
->render_states
[WINED3D_RS_COLORVERTEX
] = TRUE
;
1193 state
->render_states
[WINED3D_RS_LOCALVIEWER
] = TRUE
;
1194 state
->render_states
[WINED3D_RS_NORMALIZENORMALS
] = FALSE
;
1195 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] = WINED3D_MCS_COLOR1
;
1196 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] = WINED3D_MCS_COLOR2
;
1197 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] = WINED3D_MCS_MATERIAL
;
1198 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] = WINED3D_MCS_MATERIAL
;
1199 state
->render_states
[WINED3D_RS_VERTEXBLEND
] = WINED3D_VBF_DISABLE
;
1200 state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] = 0;
1201 state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
] = FALSE
;
1203 state
->render_states
[WINED3D_RS_POINTSIZE
] = tmpfloat
.d
;
1205 state
->render_states
[WINED3D_RS_POINTSIZE_MIN
] = tmpfloat
.d
;
1206 state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] = FALSE
;
1207 state
->render_states
[WINED3D_RS_POINTSCALEENABLE
] = FALSE
;
1209 state
->render_states
[WINED3D_RS_POINTSCALE_A
] = tmpfloat
.d
;
1211 state
->render_states
[WINED3D_RS_POINTSCALE_B
] = tmpfloat
.d
;
1213 state
->render_states
[WINED3D_RS_POINTSCALE_C
] = tmpfloat
.d
;
1214 state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
] = TRUE
;
1215 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] = 0xffffffff;
1216 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] = WINED3D_PATCH_EDGE_DISCRETE
;
1218 state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] = tmpfloat
.d
;
1219 state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
] = 0xbaadcafe;
1220 tmpfloat
.f
= gl_info
->limits
.pointsize_max
;
1221 state
->render_states
[WINED3D_RS_POINTSIZE_MAX
] = tmpfloat
.d
;
1222 state
->render_states
[WINED3D_RS_INDEXEDVERTEXBLENDENABLE
] = FALSE
;
1223 state
->render_states
[WINED3D_RS_COLORWRITEENABLE
] = 0x0000000f;
1225 state
->render_states
[WINED3D_RS_TWEENFACTOR
] = tmpfloat
.d
;
1226 state
->render_states
[WINED3D_RS_BLENDOP
] = WINED3D_BLEND_OP_ADD
;
1227 state
->render_states
[WINED3D_RS_POSITIONDEGREE
] = WINED3D_DEGREE_CUBIC
;
1228 state
->render_states
[WINED3D_RS_NORMALDEGREE
] = WINED3D_DEGREE_LINEAR
;
1229 /* states new in d3d9 */
1230 state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
] = FALSE
;
1231 state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
] = 0;
1233 state
->render_states
[WINED3D_RS_MINTESSELLATIONLEVEL
] = tmpfloat
.d
;
1234 state
->render_states
[WINED3D_RS_MAXTESSELLATIONLEVEL
] = tmpfloat
.d
;
1235 state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
] = FALSE
;
1237 state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] = tmpfloat
.d
;
1238 state
->render_states
[WINED3D_RS_ADAPTIVETESS_Y
] = tmpfloat
.d
;
1240 state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
] = tmpfloat
.d
;
1242 state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
] = tmpfloat
.d
;
1243 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
] = FALSE
;
1244 state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
] = FALSE
;
1245 state
->render_states
[WINED3D_RS_CCW_STENCILFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1246 state
->render_states
[WINED3D_RS_CCW_STENCILZFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1247 state
->render_states
[WINED3D_RS_CCW_STENCILPASS
] = WINED3D_STENCIL_OP_KEEP
;
1248 state
->render_states
[WINED3D_RS_CCW_STENCILFUNC
] = WINED3D_CMP_ALWAYS
;
1249 state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
] = 0x0000000f;
1250 state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
] = 0x0000000f;
1251 state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
] = 0x0000000f;
1252 state
->render_states
[WINED3D_RS_BLENDFACTOR
] = 0xffffffff;
1253 state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
] = 0;
1254 state
->render_states
[WINED3D_RS_DEPTHBIAS
] = 0;
1255 state
->render_states
[WINED3D_RS_WRAP8
] = 0;
1256 state
->render_states
[WINED3D_RS_WRAP9
] = 0;
1257 state
->render_states
[WINED3D_RS_WRAP10
] = 0;
1258 state
->render_states
[WINED3D_RS_WRAP11
] = 0;
1259 state
->render_states
[WINED3D_RS_WRAP12
] = 0;
1260 state
->render_states
[WINED3D_RS_WRAP13
] = 0;
1261 state
->render_states
[WINED3D_RS_WRAP14
] = 0;
1262 state
->render_states
[WINED3D_RS_WRAP15
] = 0;
1263 state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
] = FALSE
;
1264 state
->render_states
[WINED3D_RS_SRCBLENDALPHA
] = WINED3D_BLEND_ONE
;
1265 state
->render_states
[WINED3D_RS_DESTBLENDALPHA
] = WINED3D_BLEND_ZERO
;
1266 state
->render_states
[WINED3D_RS_BLENDOPALPHA
] = WINED3D_BLEND_OP_ADD
;
1268 /* Texture Stage States - Put directly into state block, we will call function below */
1269 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1271 TRACE("Setting up default texture states for texture Stage %u.\n", i
);
1272 state
->transforms
[WINED3D_TS_TEXTURE0
+ i
] = identity
;
1273 state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] = i
? WINED3D_TOP_DISABLE
: WINED3D_TOP_MODULATE
;
1274 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] = WINED3DTA_TEXTURE
;
1275 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] = WINED3DTA_CURRENT
;
1276 state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
] = i
? WINED3D_TOP_DISABLE
: WINED3D_TOP_SELECT_ARG1
;
1277 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] = WINED3DTA_TEXTURE
;
1278 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] = WINED3DTA_CURRENT
;
1279 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
] = 0;
1280 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT01
] = 0;
1281 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT10
] = 0;
1282 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT11
] = 0;
1283 state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] = i
;
1284 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
] = 0;
1285 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
] = 0;
1286 state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
] = WINED3D_TTFF_DISABLE
;
1287 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] = WINED3DTA_CURRENT
;
1288 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] = WINED3DTA_CURRENT
;
1289 state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] = WINED3DTA_CURRENT
;
1292 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1294 TRACE("Setting up default samplers states for sampler %u.\n", i
);
1295 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_U
] = WINED3D_TADDRESS_WRAP
;
1296 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_V
] = WINED3D_TADDRESS_WRAP
;
1297 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_W
] = WINED3D_TADDRESS_WRAP
;
1298 state
->sampler_states
[i
][WINED3D_SAMP_BORDER_COLOR
] = 0;
1299 state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] = WINED3D_TEXF_POINT
;
1300 state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] = WINED3D_TEXF_POINT
;
1301 state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] = WINED3D_TEXF_NONE
;
1302 state
->sampler_states
[i
][WINED3D_SAMP_MIPMAP_LOD_BIAS
] = 0;
1303 state
->sampler_states
[i
][WINED3D_SAMP_MAX_MIP_LEVEL
] = 0;
1304 state
->sampler_states
[i
][WINED3D_SAMP_MAX_ANISOTROPY
] = 1;
1305 state
->sampler_states
[i
][WINED3D_SAMP_SRGB_TEXTURE
] = 0;
1306 /* TODO: Indicates which element of a multielement texture to use. */
1307 state
->sampler_states
[i
][WINED3D_SAMP_ELEMENT_INDEX
] = 0;
1308 /* TODO: Vertex offset in the presampled displacement map. */
1309 state
->sampler_states
[i
][WINED3D_SAMP_DMAP_OFFSET
] = 0;
1313 HRESULT
state_init(struct wined3d_state
*state
, struct wined3d_fb_state
*fb
,
1314 const struct wined3d_gl_info
*gl_info
, const struct wined3d_d3d_info
*d3d_info
,
1319 state
->flags
= flags
;
1322 for (i
= 0; i
< LIGHTMAP_SIZE
; i
++)
1324 list_init(&state
->light_map
[i
]);
1327 if (!(state
->vs_consts_f
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1328 4 * sizeof(float) * d3d_info
->limits
.vs_uniform_count
)))
1329 return E_OUTOFMEMORY
;
1331 if (!(state
->ps_consts_f
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1332 4 * sizeof(float) * d3d_info
->limits
.ps_uniform_count
)))
1334 HeapFree(GetProcessHeap(), 0, state
->vs_consts_f
);
1335 return E_OUTOFMEMORY
;
1338 if (flags
& WINED3D_STATE_INIT_DEFAULT
)
1339 state_init_default(state
, gl_info
);
1344 static HRESULT
stateblock_init(struct wined3d_stateblock
*stateblock
,
1345 struct wined3d_device
*device
, enum wined3d_stateblock_type type
)
1348 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
1350 stateblock
->ref
= 1;
1351 stateblock
->device
= device
;
1353 if (FAILED(hr
= state_init(&stateblock
->state
, NULL
, &device
->adapter
->gl_info
, d3d_info
, 0)))
1356 if (FAILED(hr
= stateblock_allocate_shader_constants(stateblock
)))
1358 state_cleanup(&stateblock
->state
);
1362 if (type
== WINED3D_SBT_RECORDED
)
1365 TRACE("Updating changed flags appropriate for type %#x.\n", type
);
1369 case WINED3D_SBT_ALL
:
1370 stateblock_init_lights(stateblock
, device
->state
.light_map
);
1371 stateblock_savedstates_set_all(&stateblock
->changed
,
1372 d3d_info
->limits
.vs_uniform_count
, d3d_info
->limits
.ps_uniform_count
);
1375 case WINED3D_SBT_PIXEL_STATE
:
1376 stateblock_savedstates_set_pixel(&stateblock
->changed
,
1377 d3d_info
->limits
.ps_uniform_count
);
1380 case WINED3D_SBT_VERTEX_STATE
:
1381 stateblock_init_lights(stateblock
, device
->state
.light_map
);
1382 stateblock_savedstates_set_vertex(&stateblock
->changed
,
1383 d3d_info
->limits
.vs_uniform_count
);
1387 FIXME("Unrecognized state block type %#x.\n", type
);
1391 stateblock_init_contained_states(stateblock
);
1392 wined3d_stateblock_capture(stateblock
);
1397 HRESULT CDECL
wined3d_stateblock_create(struct wined3d_device
*device
,
1398 enum wined3d_stateblock_type type
, struct wined3d_stateblock
**stateblock
)
1400 struct wined3d_stateblock
*object
;
1403 TRACE("device %p, type %#x, stateblock %p.\n",
1404 device
, type
, stateblock
);
1406 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1408 return E_OUTOFMEMORY
;
1410 hr
= stateblock_init(object
, device
, type
);
1413 WARN("Failed to initialize stateblock, hr %#x.\n", hr
);
1414 HeapFree(GetProcessHeap(), 0, object
);
1418 TRACE("Created stateblock %p.\n", object
);
1419 *stateblock
= object
;