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[wine.git] / dlls / wined3d / stateblock.c
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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_BACK_STENCILFAIL,
42 WINED3D_RS_BACK_STENCILPASS,
43 WINED3D_RS_BACK_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 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
194 DWORD mask = (1u << (map_size & 0x1f)) - 1;
195 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
196 if (mask) map[map_size >> 5] = mask;
199 /* Set all members of a stateblock savedstate to the given value */
200 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
202 unsigned int i;
204 /* Single values */
205 states->indices = 1;
206 states->material = 1;
207 states->viewport = 1;
208 states->vertexDecl = 1;
209 states->pixelShader = 1;
210 states->vertexShader = 1;
211 states->scissorRect = 1;
213 /* Fixed size arrays */
214 states->streamSource = 0xffff;
215 states->streamFreq = 0xffff;
216 states->textures = 0xfffff;
217 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
218 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
219 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
220 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
221 states->clipplane = 0xffffffff;
222 states->pixelShaderConstantsB = 0xffff;
223 states->pixelShaderConstantsI = 0xffff;
224 states->vertexShaderConstantsB = 0xffff;
225 states->vertexShaderConstantsI = 0xffff;
227 /* Dynamically sized arrays */
228 memset(states->ps_consts_f, TRUE, sizeof(BOOL) * ps_consts);
229 memset(states->vs_consts_f, TRUE, sizeof(BOOL) * vs_consts);
232 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
234 DWORD texture_mask = 0;
235 WORD sampler_mask = 0;
236 unsigned int i;
238 states->pixelShader = 1;
240 for (i = 0; i < ARRAY_SIZE(pixel_states_render); ++i)
242 DWORD rs = pixel_states_render[i];
243 states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
246 for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i)
247 texture_mask |= 1u << pixel_states_texture[i];
248 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
249 for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i)
250 sampler_mask |= 1u << pixel_states_sampler[i];
251 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
252 states->pixelShaderConstantsB = 0xffff;
253 states->pixelShaderConstantsI = 0xffff;
255 memset(states->ps_consts_f, TRUE, sizeof(BOOL) * num_constants);
258 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
260 DWORD texture_mask = 0;
261 WORD sampler_mask = 0;
262 unsigned int i;
264 states->vertexDecl = 1;
265 states->vertexShader = 1;
267 for (i = 0; i < ARRAY_SIZE(vertex_states_render); ++i)
269 DWORD rs = vertex_states_render[i];
270 states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
273 for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i)
274 texture_mask |= 1u << vertex_states_texture[i];
275 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
276 for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i)
277 sampler_mask |= 1u << vertex_states_sampler[i];
278 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
279 states->vertexShaderConstantsB = 0xffff;
280 states->vertexShaderConstantsI = 0xffff;
282 memset(states->vs_consts_f, TRUE, sizeof(BOOL) * num_constants);
285 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
287 const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
288 unsigned int i, j;
290 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
292 DWORD map = stateblock->changed.renderState[i];
293 for (j = 0; map; map >>= 1, ++j)
295 if (!(map & 1)) continue;
297 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
298 ++stateblock->num_contained_render_states;
302 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
304 DWORD map = stateblock->changed.transform[i];
305 for (j = 0; map; map >>= 1, ++j)
307 if (!(map & 1)) continue;
309 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
310 ++stateblock->num_contained_transform_states;
314 for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
316 if (stateblock->changed.vs_consts_f[i])
318 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
319 ++stateblock->num_contained_vs_consts_f;
323 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
325 if (stateblock->changed.vertexShaderConstantsI & (1u << i))
327 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
328 ++stateblock->num_contained_vs_consts_i;
332 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
334 if (stateblock->changed.vertexShaderConstantsB & (1u << i))
336 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
337 ++stateblock->num_contained_vs_consts_b;
341 for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
343 if (stateblock->changed.ps_consts_f[i])
345 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
346 ++stateblock->num_contained_ps_consts_f;
350 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
352 if (stateblock->changed.pixelShaderConstantsI & (1u << i))
354 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
355 ++stateblock->num_contained_ps_consts_i;
359 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
361 if (stateblock->changed.pixelShaderConstantsB & (1u << i))
363 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
364 ++stateblock->num_contained_ps_consts_b;
368 for (i = 0; i < MAX_TEXTURES; ++i)
370 DWORD map = stateblock->changed.textureState[i];
372 for(j = 0; map; map >>= 1, ++j)
374 if (!(map & 1)) continue;
376 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
377 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
378 ++stateblock->num_contained_tss_states;
382 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
384 DWORD map = stateblock->changed.samplerState[i];
386 for (j = 0; map; map >>= 1, ++j)
388 if (!(map & 1)) continue;
390 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
391 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
392 ++stateblock->num_contained_sampler_states;
397 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
399 unsigned int i;
401 for (i = 0; i < LIGHTMAP_SIZE; ++i)
403 const struct wined3d_light_info *src_light;
405 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
407 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
409 *dst_light = *src_light;
410 list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
415 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
417 ULONG refcount = InterlockedIncrement(&stateblock->ref);
419 TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
421 return refcount;
424 void state_unbind_resources(struct wined3d_state *state)
426 struct wined3d_unordered_access_view *uav;
427 struct wined3d_shader_resource_view *srv;
428 struct wined3d_vertex_declaration *decl;
429 struct wined3d_sampler *sampler;
430 struct wined3d_texture *texture;
431 struct wined3d_buffer *buffer;
432 struct wined3d_shader *shader;
433 unsigned int i, j;
435 if ((decl = state->vertex_declaration))
437 state->vertex_declaration = NULL;
438 wined3d_vertex_declaration_decref(decl);
441 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
443 if ((texture = state->textures[i]))
445 state->textures[i] = NULL;
446 wined3d_texture_decref(texture);
450 for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
452 if ((buffer = state->stream_output[i].buffer))
454 state->stream_output[i].buffer = NULL;
455 wined3d_buffer_decref(buffer);
459 for (i = 0; i < MAX_STREAMS; ++i)
461 if ((buffer = state->streams[i].buffer))
463 state->streams[i].buffer = NULL;
464 wined3d_buffer_decref(buffer);
468 if ((buffer = state->index_buffer))
470 state->index_buffer = NULL;
471 wined3d_buffer_decref(buffer);
474 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
476 if ((shader = state->shader[i]))
478 state->shader[i] = NULL;
479 wined3d_shader_decref(shader);
482 for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
484 if ((buffer = state->cb[i][j]))
486 state->cb[i][j] = NULL;
487 wined3d_buffer_decref(buffer);
491 for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
493 if ((sampler = state->sampler[i][j]))
495 state->sampler[i][j] = NULL;
496 wined3d_sampler_decref(sampler);
500 for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
502 if ((srv = state->shader_resource_view[i][j]))
504 state->shader_resource_view[i][j] = NULL;
505 wined3d_shader_resource_view_decref(srv);
510 for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
512 for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
514 if ((uav = state->unordered_access_view[i][j]))
516 state->unordered_access_view[i][j] = NULL;
517 wined3d_unordered_access_view_decref(uav);
523 void state_cleanup(struct wined3d_state *state)
525 unsigned int counter;
527 if (!(state->flags & WINED3D_STATE_NO_REF))
528 state_unbind_resources(state);
530 for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter)
532 state->lights[counter] = NULL;
535 for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
537 struct list *e1, *e2;
538 LIST_FOR_EACH_SAFE(e1, e2, &state->light_map[counter])
540 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
541 list_remove(&light->entry);
542 HeapFree(GetProcessHeap(), 0, light);
547 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
549 ULONG refcount = InterlockedDecrement(&stateblock->ref);
551 TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
553 if (!refcount)
555 state_cleanup(&stateblock->state);
556 HeapFree(GetProcessHeap(), 0, stateblock);
559 return refcount;
562 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state, unsigned int idx)
564 struct wined3d_light_info *light_info;
565 unsigned int hash_idx;
567 hash_idx = LIGHTMAP_HASHFUNC(idx);
568 LIST_FOR_EACH_ENTRY(light_info, &state->light_map[hash_idx], struct wined3d_light_info, entry)
570 if (light_info->OriginalIndex == idx)
571 return light_info;
574 return NULL;
577 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
578 struct wined3d_light_info *light_info, BOOL enable)
580 unsigned int light_count, i;
582 if (!(light_info->enabled = enable))
584 if (light_info->glIndex == -1)
586 TRACE("Light already disabled, nothing to do.\n");
587 return;
590 state->lights[light_info->glIndex] = NULL;
591 light_info->glIndex = -1;
592 return;
595 if (light_info->glIndex != -1)
597 TRACE("Light already enabled, nothing to do.\n");
598 return;
601 /* Find a free light. */
602 light_count = d3d_info->limits.active_light_count;
603 for (i = 0; i < light_count; ++i)
605 if (state->lights[i])
606 continue;
608 state->lights[i] = light_info;
609 light_info->glIndex = i;
610 return;
613 /* Our tests show that Windows returns D3D_OK in this situation, even with
614 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices.
615 * This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns
616 * TRUE * as well for those lights.
618 * TODO: Test how this affects rendering. */
619 WARN("Too many concurrently active lights.\n");
622 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
624 UINT i;
626 /* Lights... For a recorded state block, we just had a chain of actions
627 * to perform, so we need to walk that chain and update any actions which
628 * differ. */
629 for (i = 0; i < LIGHTMAP_SIZE; ++i)
631 struct list *e, *f;
632 LIST_FOR_EACH(e, &dst_state->light_map[i])
634 BOOL updated = FALSE;
635 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
637 /* Look up the light in the destination */
638 LIST_FOR_EACH(f, &src_state->light_map[i])
640 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
641 if (realLight->OriginalIndex == src->OriginalIndex)
643 src->OriginalParms = realLight->OriginalParms;
645 if (realLight->glIndex == -1 && src->glIndex != -1)
647 /* Light disabled */
648 dst_state->lights[src->glIndex] = NULL;
650 else if (realLight->glIndex != -1 && src->glIndex == -1)
652 /* Light enabled */
653 dst_state->lights[realLight->glIndex] = src;
655 src->glIndex = realLight->glIndex;
656 updated = TRUE;
657 break;
661 if (!updated)
663 /* This can happen if the light was originally created as a
664 * default light for SetLightEnable() while recording. */
665 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
666 src->OriginalIndex, dst_state, src_state);
668 src->OriginalParms = WINED3D_default_light;
669 if (src->glIndex != -1)
671 dst_state->lights[src->glIndex] = NULL;
672 src->glIndex = -1;
679 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
681 const struct wined3d_state *src_state = &stateblock->device->state;
682 unsigned int i;
683 DWORD map;
685 TRACE("stateblock %p.\n", stateblock);
687 TRACE("Capturing state %p.\n", src_state);
689 if (stateblock->changed.vertexShader && stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]
690 != src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
692 TRACE("Updating vertex shader from %p to %p\n",
693 stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX],
694 src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
696 if (src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
697 wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
698 if (stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX])
699 wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
700 stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX] = src_state->shader[WINED3D_SHADER_TYPE_VERTEX];
703 /* Vertex shader float constants. */
704 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
706 unsigned int idx = stateblock->contained_vs_consts_f[i];
708 TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->vs_consts_f[idx]));
710 stateblock->state.vs_consts_f[idx] = src_state->vs_consts_f[idx];
713 /* Vertex shader integer constants. */
714 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
716 unsigned int idx = stateblock->contained_vs_consts_i[i];
718 TRACE("Setting vs_consts[%u] to %s.\n", idx, debug_ivec4(&src_state->vs_consts_i[idx]));
720 stateblock->state.vs_consts_i[idx] = src_state->vs_consts_i[idx];
723 /* Vertex shader boolean constants. */
724 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
726 unsigned int idx = stateblock->contained_vs_consts_b[i];
728 TRACE("Setting vs_consts_b[%u] to %s.\n",
729 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
731 stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
734 /* Pixel shader float constants. */
735 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
737 unsigned int idx = stateblock->contained_ps_consts_f[i];
739 TRACE("Setting ps_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->ps_consts_f[idx]));
741 stateblock->state.ps_consts_f[idx] = src_state->ps_consts_f[idx];
744 /* Pixel shader integer constants. */
745 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
747 unsigned int idx = stateblock->contained_ps_consts_i[i];
749 TRACE("Setting ps_consts_i[%u] to %s.\n", idx, debug_ivec4(&src_state->ps_consts_i[idx]));
751 stateblock->state.ps_consts_i[idx] = src_state->ps_consts_i[idx];
754 /* Pixel shader boolean constants. */
755 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
757 unsigned int idx = stateblock->contained_ps_consts_b[i];
758 TRACE("Setting ps_consts_b[%u] to %s.\n",
759 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
761 stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
764 /* Others + Render & Texture */
765 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
767 enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
769 TRACE("Updating transform %#x.\n", transform);
771 stateblock->state.transforms[transform] = src_state->transforms[transform];
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)
778 || (stateblock->state.index_offset != src_state->index_offset)))
780 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
781 src_state->index_buffer, src_state->base_vertex_index);
783 if (src_state->index_buffer)
784 wined3d_buffer_incref(src_state->index_buffer);
785 if (stateblock->state.index_buffer)
786 wined3d_buffer_decref(stateblock->state.index_buffer);
787 stateblock->state.index_buffer = src_state->index_buffer;
788 stateblock->state.base_vertex_index = src_state->base_vertex_index;
789 stateblock->state.index_format = src_state->index_format;
790 stateblock->state.index_offset = src_state->index_offset;
793 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
795 TRACE("Updating vertex declaration from %p to %p.\n",
796 stateblock->state.vertex_declaration, src_state->vertex_declaration);
798 if (src_state->vertex_declaration)
799 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
800 if (stateblock->state.vertex_declaration)
801 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
802 stateblock->state.vertex_declaration = src_state->vertex_declaration;
805 if (stateblock->changed.material
806 && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
808 TRACE("Updating material.\n");
810 stateblock->state.material = src_state->material;
813 if (stateblock->changed.viewport
814 && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
816 TRACE("Updating viewport.\n");
818 stateblock->state.viewport = src_state->viewport;
821 if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
822 &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
824 TRACE("Updating scissor rect.\n");
826 stateblock->state.scissor_rect = src_state->scissor_rect;
829 map = stateblock->changed.streamSource;
830 for (i = 0; map; map >>= 1, ++i)
832 if (!(map & 1)) continue;
834 if (stateblock->state.streams[i].stride != src_state->streams[i].stride
835 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
837 TRACE("Updating stream source %u to %p, stride to %u.\n",
838 i, src_state->streams[i].buffer,
839 src_state->streams[i].stride);
841 stateblock->state.streams[i].stride = src_state->streams[i].stride;
842 if (src_state->streams[i].buffer)
843 wined3d_buffer_incref(src_state->streams[i].buffer);
844 if (stateblock->state.streams[i].buffer)
845 wined3d_buffer_decref(stateblock->state.streams[i].buffer);
846 stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
850 map = stateblock->changed.streamFreq;
851 for (i = 0; map; map >>= 1, ++i)
853 if (!(map & 1)) continue;
855 if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
856 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
858 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
859 i, src_state->streams[i].frequency, src_state->streams[i].flags);
861 stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
862 stateblock->state.streams[i].flags = src_state->streams[i].flags;
866 map = stateblock->changed.clipplane;
867 for (i = 0; map; map >>= 1, ++i)
869 if (!(map & 1)) continue;
871 if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
873 TRACE("Updating clipplane %u.\n", i);
874 stateblock->state.clip_planes[i] = src_state->clip_planes[i];
878 /* Render */
879 for (i = 0; i < stateblock->num_contained_render_states; ++i)
881 enum wined3d_render_state rs = stateblock->contained_render_states[i];
883 TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
885 stateblock->state.render_states[rs] = src_state->render_states[rs];
888 /* Texture states */
889 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
891 DWORD stage = stateblock->contained_tss_states[i].stage;
892 DWORD state = stateblock->contained_tss_states[i].state;
894 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
895 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
897 stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
900 /* Samplers */
901 map = stateblock->changed.textures;
902 for (i = 0; map; map >>= 1, ++i)
904 if (!(map & 1)) continue;
906 TRACE("Updating texture %u to %p (was %p).\n",
907 i, src_state->textures[i], stateblock->state.textures[i]);
909 if (src_state->textures[i])
910 wined3d_texture_incref(src_state->textures[i]);
911 if (stateblock->state.textures[i])
912 wined3d_texture_decref(stateblock->state.textures[i]);
913 stateblock->state.textures[i] = src_state->textures[i];
916 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
918 DWORD stage = stateblock->contained_sampler_states[i].stage;
919 DWORD state = stateblock->contained_sampler_states[i].state;
921 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
922 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
924 stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
927 if (stateblock->changed.pixelShader && stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]
928 != src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
930 if (src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
931 wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_PIXEL]);
932 if (stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL])
933 wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
934 stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL] = src_state->shader[WINED3D_SHADER_TYPE_PIXEL];
937 wined3d_state_record_lights(&stateblock->state, src_state);
939 TRACE("Capture done.\n");
942 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
944 UINT i;
946 for (i = 0; i < LIGHTMAP_SIZE; ++i)
948 struct list *e;
950 LIST_FOR_EACH(e, &state->light_map[i])
952 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
954 wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
955 wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
960 void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
962 struct wined3d_device *device = stateblock->device;
963 unsigned int i;
964 DWORD map;
966 TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
968 if (stateblock->changed.vertexShader)
969 wined3d_device_set_vertex_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
971 /* Vertex Shader Constants. */
972 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
974 wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
975 1, &stateblock->state.vs_consts_f[stateblock->contained_vs_consts_f[i]]);
977 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
979 wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
980 1, &stateblock->state.vs_consts_i[stateblock->contained_vs_consts_i[i]]);
982 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
984 wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
985 1, &stateblock->state.vs_consts_b[stateblock->contained_vs_consts_b[i]]);
988 apply_lights(device, &stateblock->state);
990 if (stateblock->changed.pixelShader)
991 wined3d_device_set_pixel_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
993 /* Pixel Shader Constants. */
994 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
996 wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
997 1, &stateblock->state.ps_consts_f[stateblock->contained_ps_consts_f[i]]);
999 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
1001 wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
1002 1, &stateblock->state.ps_consts_i[stateblock->contained_ps_consts_i[i]]);
1004 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
1006 wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
1007 1, &stateblock->state.ps_consts_b[stateblock->contained_ps_consts_b[i]]);
1010 /* Render states. */
1011 for (i = 0; i < stateblock->num_contained_render_states; ++i)
1013 wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
1014 stateblock->state.render_states[stateblock->contained_render_states[i]]);
1017 /* Texture states. */
1018 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
1020 DWORD stage = stateblock->contained_tss_states[i].stage;
1021 DWORD state = stateblock->contained_tss_states[i].state;
1023 wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
1026 /* Sampler states. */
1027 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
1029 DWORD stage = stateblock->contained_sampler_states[i].stage;
1030 DWORD state = stateblock->contained_sampler_states[i].state;
1031 DWORD value = stateblock->state.sampler_states[stage][state];
1033 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1034 wined3d_device_set_sampler_state(device, stage, state, value);
1037 /* Transform states. */
1038 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1040 wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1041 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1044 if (stateblock->changed.indices)
1046 wined3d_device_set_index_buffer(device, stateblock->state.index_buffer,
1047 stateblock->state.index_format, stateblock->state.index_offset);
1048 wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1051 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1052 wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1054 if (stateblock->changed.material)
1055 wined3d_device_set_material(device, &stateblock->state.material);
1057 if (stateblock->changed.viewport)
1058 wined3d_device_set_viewport(device, &stateblock->state.viewport);
1060 if (stateblock->changed.scissorRect)
1061 wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1063 map = stateblock->changed.streamSource;
1064 for (i = 0; map; map >>= 1, ++i)
1066 if (map & 1)
1067 wined3d_device_set_stream_source(device, i,
1068 stateblock->state.streams[i].buffer,
1069 0, stateblock->state.streams[i].stride);
1072 map = stateblock->changed.streamFreq;
1073 for (i = 0; map; map >>= 1, ++i)
1075 if (map & 1)
1076 wined3d_device_set_stream_source_freq(device, i,
1077 stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1080 map = stateblock->changed.textures;
1081 for (i = 0; map; map >>= 1, ++i)
1083 DWORD stage;
1085 if (!(map & 1)) continue;
1087 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1088 wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1091 map = stateblock->changed.clipplane;
1092 for (i = 0; map; map >>= 1, ++i)
1094 if (!(map & 1)) continue;
1096 wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
1099 TRACE("Applied stateblock %p.\n", stateblock);
1102 static void state_init_default(struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
1104 union
1106 struct wined3d_line_pattern lp;
1107 DWORD d;
1108 } lp;
1109 union {
1110 float f;
1111 DWORD d;
1112 } tmpfloat;
1113 unsigned int i;
1114 struct wined3d_matrix identity;
1116 TRACE("state %p, gl_info %p.\n", state, gl_info);
1118 get_identity_matrix(&identity);
1119 state->gl_primitive_type = ~0u;
1120 state->gl_patch_vertices = 0;
1122 /* Set some of the defaults for lights, transforms etc */
1123 state->transforms[WINED3D_TS_PROJECTION] = identity;
1124 state->transforms[WINED3D_TS_VIEW] = identity;
1125 for (i = 0; i < 256; ++i)
1127 state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
1130 TRACE("Render states\n");
1131 /* Render states: */
1132 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1133 state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
1134 state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
1135 lp.lp.repeat_factor = 0;
1136 lp.lp.line_pattern = 0;
1137 state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1138 state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1139 state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1140 state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1141 state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1142 state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1143 state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK;
1144 state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1145 state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1146 state->render_states[WINED3D_RS_ALPHAREF] = 0;
1147 state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1148 state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1149 state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1150 state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1151 state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1152 state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1153 state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
1154 tmpfloat.f = 0.0f;
1155 state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1156 tmpfloat.f = 1.0f;
1157 state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1158 tmpfloat.f = 1.0f;
1159 state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1160 state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1161 state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1162 state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1163 state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1164 state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1165 state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1166 state->render_states[WINED3D_RS_STENCILREF] = 0;
1167 state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1168 state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1169 state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1170 state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1171 state->render_states[WINED3D_RS_WRAP0] = 0;
1172 state->render_states[WINED3D_RS_WRAP1] = 0;
1173 state->render_states[WINED3D_RS_WRAP2] = 0;
1174 state->render_states[WINED3D_RS_WRAP3] = 0;
1175 state->render_states[WINED3D_RS_WRAP4] = 0;
1176 state->render_states[WINED3D_RS_WRAP5] = 0;
1177 state->render_states[WINED3D_RS_WRAP6] = 0;
1178 state->render_states[WINED3D_RS_WRAP7] = 0;
1179 state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1180 state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1181 state->render_states[WINED3D_RS_AMBIENT] = 0;
1182 state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
1183 state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1184 state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1185 state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1186 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
1187 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
1188 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1189 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1190 state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1191 state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1192 state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1193 tmpfloat.f = 1.0f;
1194 state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1195 tmpfloat.f = 1.0f;
1196 state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1197 state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1198 state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1199 tmpfloat.f = 1.0f;
1200 state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1201 tmpfloat.f = 0.0f;
1202 state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1203 tmpfloat.f = 0.0f;
1204 state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1205 state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1206 state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1207 state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
1208 tmpfloat.f = 1.0f;
1209 state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1210 state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1211 tmpfloat.f = gl_info->limits.pointsize_max;
1212 state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1213 state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1214 state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
1215 tmpfloat.f = 0.0f;
1216 state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1217 state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1218 state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1219 state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1220 /* states new in d3d9 */
1221 state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1222 state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1223 tmpfloat.f = 1.0f;
1224 state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1225 state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1226 state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1227 tmpfloat.f = 0.0f;
1228 state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1229 state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1230 tmpfloat.f = 1.0f;
1231 state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1232 tmpfloat.f = 0.0f;
1233 state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1234 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1235 state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1236 state->render_states[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1237 state->render_states[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1238 state->render_states[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1239 state->render_states[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1240 state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
1241 state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
1242 state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
1243 state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
1244 state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1245 state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1246 state->render_states[WINED3D_RS_WRAP8] = 0;
1247 state->render_states[WINED3D_RS_WRAP9] = 0;
1248 state->render_states[WINED3D_RS_WRAP10] = 0;
1249 state->render_states[WINED3D_RS_WRAP11] = 0;
1250 state->render_states[WINED3D_RS_WRAP12] = 0;
1251 state->render_states[WINED3D_RS_WRAP13] = 0;
1252 state->render_states[WINED3D_RS_WRAP14] = 0;
1253 state->render_states[WINED3D_RS_WRAP15] = 0;
1254 state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1255 state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1256 state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1257 state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1259 /* Texture Stage States - Put directly into state block, we will call function below */
1260 for (i = 0; i < MAX_TEXTURES; ++i)
1262 TRACE("Setting up default texture states for texture Stage %u.\n", i);
1263 state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
1264 state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
1265 state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
1266 state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
1267 state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
1268 state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
1269 state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
1270 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
1271 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
1272 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
1273 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
1274 state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
1275 state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
1276 state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
1277 state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
1278 state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
1279 state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
1280 state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
1283 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
1285 TRACE("Setting up default samplers states for sampler %u.\n", i);
1286 state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
1287 state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
1288 state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
1289 state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
1290 state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
1291 state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
1292 state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
1293 state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
1294 state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
1295 state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
1296 state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
1297 /* TODO: Indicates which element of a multielement texture to use. */
1298 state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
1299 /* TODO: Vertex offset in the presampled displacement map. */
1300 state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
1304 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
1305 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1306 DWORD flags)
1308 unsigned int i;
1310 state->flags = flags;
1311 state->fb = fb;
1313 for (i = 0; i < LIGHTMAP_SIZE; i++)
1315 list_init(&state->light_map[i]);
1318 if (flags & WINED3D_STATE_INIT_DEFAULT)
1319 state_init_default(state, gl_info);
1322 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1323 struct wined3d_device *device, enum wined3d_stateblock_type type)
1325 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1327 stateblock->ref = 1;
1328 stateblock->device = device;
1329 state_init(&stateblock->state, NULL, &device->adapter->gl_info, d3d_info, 0);
1331 if (type == WINED3D_SBT_RECORDED)
1332 return WINED3D_OK;
1334 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1336 switch (type)
1338 case WINED3D_SBT_ALL:
1339 stateblock_init_lights(stateblock, device->state.light_map);
1340 stateblock_savedstates_set_all(&stateblock->changed,
1341 d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
1342 break;
1344 case WINED3D_SBT_PIXEL_STATE:
1345 stateblock_savedstates_set_pixel(&stateblock->changed,
1346 d3d_info->limits.ps_uniform_count);
1347 break;
1349 case WINED3D_SBT_VERTEX_STATE:
1350 stateblock_init_lights(stateblock, device->state.light_map);
1351 stateblock_savedstates_set_vertex(&stateblock->changed,
1352 d3d_info->limits.vs_uniform_count);
1353 break;
1355 default:
1356 FIXME("Unrecognized state block type %#x.\n", type);
1357 break;
1360 stateblock_init_contained_states(stateblock);
1361 wined3d_stateblock_capture(stateblock);
1363 return WINED3D_OK;
1366 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1367 enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1369 struct wined3d_stateblock *object;
1370 HRESULT hr;
1372 TRACE("device %p, type %#x, stateblock %p.\n",
1373 device, type, stateblock);
1375 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1376 if (!object)
1377 return E_OUTOFMEMORY;
1379 hr = stateblock_init(object, device, type);
1380 if (FAILED(hr))
1382 WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1383 HeapFree(GetProcessHeap(), 0, object);
1384 return hr;
1387 TRACE("Created stateblock %p.\n", object);
1388 *stateblock = object;
1390 return WINED3D_OK;