dwrite: Keep factory reference for each layout.
[wine.git] / dlls / wined3d / stateblock.c
blobcb3d4944b29582055463ba79a2bd5996c025842f
1 /*
2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "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,
34 WINED3D_RS_ALPHAFUNC,
35 WINED3D_RS_ALPHAREF,
36 WINED3D_RS_ALPHATESTENABLE,
37 WINED3D_RS_ANTIALIASEDLINEENABLE,
38 WINED3D_RS_BLENDFACTOR,
39 WINED3D_RS_BLENDOP,
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,
48 WINED3D_RS_DEPTHBIAS,
49 WINED3D_RS_DESTBLEND,
50 WINED3D_RS_DESTBLENDALPHA,
51 WINED3D_RS_DITHERENABLE,
52 WINED3D_RS_FILLMODE,
53 WINED3D_RS_FOGDENSITY,
54 WINED3D_RS_FOGEND,
55 WINED3D_RS_FOGSTART,
56 WINED3D_RS_LASTPIXEL,
57 WINED3D_RS_SCISSORTESTENABLE,
58 WINED3D_RS_SEPARATEALPHABLENDENABLE,
59 WINED3D_RS_SHADEMODE,
60 WINED3D_RS_SLOPESCALEDEPTHBIAS,
61 WINED3D_RS_SRCBLEND,
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,
74 WINED3D_RS_WRAP0,
75 WINED3D_RS_WRAP1,
76 WINED3D_RS_WRAP10,
77 WINED3D_RS_WRAP11,
78 WINED3D_RS_WRAP12,
79 WINED3D_RS_WRAP13,
80 WINED3D_RS_WRAP14,
81 WINED3D_RS_WRAP15,
82 WINED3D_RS_WRAP2,
83 WINED3D_RS_WRAP3,
84 WINED3D_RS_WRAP4,
85 WINED3D_RS_WRAP5,
86 WINED3D_RS_WRAP6,
87 WINED3D_RS_WRAP7,
88 WINED3D_RS_WRAP8,
89 WINED3D_RS_WRAP9,
90 WINED3D_RS_ZENABLE,
91 WINED3D_RS_ZFUNC,
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,
138 WINED3D_RS_AMBIENT,
139 WINED3D_RS_AMBIENTMATERIALSOURCE,
140 WINED3D_RS_CLIPPING,
141 WINED3D_RS_CLIPPLANEENABLE,
142 WINED3D_RS_COLORVERTEX,
143 WINED3D_RS_CULLMODE,
144 WINED3D_RS_DIFFUSEMATERIALSOURCE,
145 WINED3D_RS_EMISSIVEMATERIALSOURCE,
146 WINED3D_RS_ENABLEADAPTIVETESSELLATION,
147 WINED3D_RS_FOGCOLOR,
148 WINED3D_RS_FOGDENSITY,
149 WINED3D_RS_FOGENABLE,
150 WINED3D_RS_FOGEND,
151 WINED3D_RS_FOGSTART,
152 WINED3D_RS_FOGTABLEMODE,
153 WINED3D_RS_FOGVERTEXMODE,
154 WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
155 WINED3D_RS_LIGHTING,
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;
215 return WINED3D_OK;
217 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)
236 unsigned int i;
238 /* Single values */
239 states->primitive_type = 1;
240 states->indices = 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;
271 unsigned int i;
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;
297 unsigned int i;
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;
323 unsigned int i, j;
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)
434 unsigned int i;
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);
456 return 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;
467 unsigned int i, j;
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);
578 if (!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);
589 return refcount;
592 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
594 UINT i;
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
598 * differ. */
599 for (i = 0; i < LIGHTMAP_SIZE; ++i)
601 struct list *e, *f;
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)
617 /* Light disabled */
618 dst_state->lights[src->glIndex] = NULL;
620 else if (realLight->glIndex != -1 && src->glIndex == -1)
622 /* Light enabled */
623 dst_state->lights[realLight->glIndex] = src;
625 src->glIndex = realLight->glIndex;
626 updated = TRUE;
627 break;
631 if (!updated)
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;
642 src->glIndex = -1;
649 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
651 const struct wined3d_state *src_state = &stateblock->device->state;
652 unsigned int i;
653 DWORD map;
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];
876 /* Render */
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];
886 /* Texture states */
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];
898 /* Samplers */
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)
942 UINT i;
944 for (i = 0; i < LIGHTMAP_SIZE; ++i)
946 struct list *e;
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;
961 unsigned int i;
962 DWORD map;
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)
1076 if (map & 1)
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)
1085 if (map & 1)
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)
1093 DWORD stage;
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)
1114 union
1116 struct wined3d_line_pattern lp;
1117 DWORD d;
1118 } lp;
1119 union {
1120 float f;
1121 DWORD d;
1122 } tmpfloat;
1123 unsigned int i;
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;
1163 tmpfloat.f = 0.0f;
1164 state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1165 tmpfloat.f = 1.0f;
1166 state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1167 tmpfloat.f = 1.0f;
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;
1202 tmpfloat.f = 1.0f;
1203 state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1204 tmpfloat.f = 1.0f;
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;
1208 tmpfloat.f = 1.0f;
1209 state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1210 tmpfloat.f = 0.0f;
1211 state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1212 tmpfloat.f = 0.0f;
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;
1217 tmpfloat.f = 1.0f;
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;
1224 tmpfloat.f = 0.0f;
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;
1232 tmpfloat.f = 1.0f;
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;
1236 tmpfloat.f = 0.0f;
1237 state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1238 state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1239 tmpfloat.f = 1.0f;
1240 state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1241 tmpfloat.f = 0.0f;
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,
1315 DWORD flags)
1317 unsigned int i;
1319 state->flags = flags;
1320 state->fb = fb;
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);
1341 return WINED3D_OK;
1344 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1345 struct wined3d_device *device, enum wined3d_stateblock_type type)
1347 HRESULT hr;
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)))
1354 return hr;
1356 if (FAILED(hr = stateblock_allocate_shader_constants(stateblock)))
1358 state_cleanup(&stateblock->state);
1359 return hr;
1362 if (type == WINED3D_SBT_RECORDED)
1363 return WINED3D_OK;
1365 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1367 switch (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);
1373 break;
1375 case WINED3D_SBT_PIXEL_STATE:
1376 stateblock_savedstates_set_pixel(&stateblock->changed,
1377 d3d_info->limits.ps_uniform_count);
1378 break;
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);
1384 break;
1386 default:
1387 FIXME("Unrecognized state block type %#x.\n", type);
1388 break;
1391 stateblock_init_contained_states(stateblock);
1392 wined3d_stateblock_capture(stateblock);
1394 return WINED3D_OK;
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;
1401 HRESULT hr;
1403 TRACE("device %p, type %#x, stateblock %p.\n",
1404 device, type, stateblock);
1406 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1407 if (!object)
1408 return E_OUTOFMEMORY;
1410 hr = stateblock_init(object, device, type);
1411 if (FAILED(hr))
1413 WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1414 HeapFree(GetProcessHeap(), 0, object);
1415 return hr;
1418 TRACE("Created stateblock %p.\n", object);
1419 *stateblock = object;
1421 return WINED3D_OK;