wined3d: Move the world matrix to the state table.
[wine.git] / dlls / wined3d / stateblock.c
blob33d42ad078404eaf298701aacf54b75833cccb74
1 /*
2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
29 /***************************************
30 * Stateblock helper functions follow
31 **************************************/
33 /** Allocates the correct amount of space for pixel and vertex shader constants,
34 * along with their set/changed flags on the given stateblock object
36 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
38 IWineD3DStateBlockImpl *This = object;
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
42 /* Allocate space for floating point constants */
43 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
44 WINED3D_MEMCHECK(object->pixelShaderConstantF);
45 object->set.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF) );
46 WINED3D_MEMCHECK(object->set.pixelShaderConstantsF);
47 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
48 WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
49 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
50 WINED3D_MEMCHECK(object->vertexShaderConstantF);
51 object->set.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
52 WINED3D_MEMCHECK(object->set.vertexShaderConstantsF);
53 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
54 WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
56 list_init(&object->set_vconstantsF);
57 list_init(&object->set_pconstantsF);
59 #undef WINED3D_MEMCHECK
61 return WINED3D_OK;
64 /** Copy all members of one stateblock to another */
65 void stateblock_savedstates_copy(
66 IWineD3DStateBlock* iface,
67 SAVEDSTATES* dest,
68 SAVEDSTATES* source) {
70 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
71 unsigned bsize = sizeof(BOOL);
73 /* Single values */
74 dest->indices = source->indices;
75 dest->material = source->material;
76 dest->fvf = source->fvf;
77 dest->viewport = source->viewport;
78 dest->vertexDecl = source->vertexDecl;
79 dest->pixelShader = source->pixelShader;
80 dest->vertexShader = source->vertexShader;
82 /* Fixed size arrays */
83 memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
84 memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
85 memcpy(dest->textures, source->textures, bsize * MAX_SAMPLERS);
86 memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
87 memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
88 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
89 memcpy(dest->samplerState, source->samplerState, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
90 memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
91 memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
92 memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
93 memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
94 memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
96 /* Dynamically sized arrays */
97 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
98 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
101 /** Set all members of a stateblock savedstate to the given value */
102 void stateblock_savedstates_set(
103 IWineD3DStateBlock* iface,
104 SAVEDSTATES* states,
105 BOOL value) {
107 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
108 unsigned bsize = sizeof(BOOL);
110 /* Single values */
111 states->indices = value;
112 states->material = value;
113 states->fvf = value;
114 states->viewport = value;
115 states->vertexDecl = value;
116 states->pixelShader = value;
117 states->vertexShader = value;
119 /* Fixed size arrays */
120 memset(states->streamSource, value, bsize * MAX_STREAMS);
121 memset(states->streamFreq, value, bsize * MAX_STREAMS);
122 memset(states->textures, value, bsize * MAX_SAMPLERS);
123 memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
124 memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
125 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
126 memset(states->samplerState, value, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
127 memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
128 memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
129 memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
130 memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
131 memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
133 /* Dynamically sized arrays */
134 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
135 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
138 void stateblock_copy(
139 IWineD3DStateBlock* destination,
140 IWineD3DStateBlock* source) {
142 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
143 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
145 /* IUnknown fields */
146 Dest->lpVtbl = This->lpVtbl;
147 Dest->ref = This->ref;
149 /* IWineD3DStateBlock information */
150 Dest->parent = This->parent;
151 Dest->wineD3DDevice = This->wineD3DDevice;
152 Dest->blockType = This->blockType;
154 /* Saved states */
155 stateblock_savedstates_copy(source, &Dest->set, &This->set);
156 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
158 /* Single items */
159 Dest->fvf = This->fvf;
160 Dest->vertexDecl = This->vertexDecl;
161 Dest->vertexShader = This->vertexShader;
162 Dest->streamIsUP = This->streamIsUP;
163 Dest->pIndexData = This->pIndexData;
164 Dest->baseVertexIndex = This->baseVertexIndex;
165 Dest->lights = This->lights;
166 Dest->clip_status = This->clip_status;
167 Dest->viewport = This->viewport;
168 Dest->material = This->material;
169 Dest->pixelShader = This->pixelShader;
170 Dest->glsl_program = This->glsl_program;
172 /* Fixed size arrays */
173 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
174 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
175 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
176 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
178 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
179 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
180 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
181 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
182 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
183 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
184 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
185 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
186 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_SAMPLERS);
187 memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_SAMPLERS);
188 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
189 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
191 /* Dynamically sized arrays */
192 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
193 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
196 /**********************************************************
197 * IWineD3DStateBlockImpl IUnknown parts follows
198 **********************************************************/
199 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
201 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
202 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
203 if (IsEqualGUID(riid, &IID_IUnknown)
204 || IsEqualGUID(riid, &IID_IWineD3DBase)
205 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
206 IUnknown_AddRef(iface);
207 *ppobj = This;
208 return S_OK;
210 *ppobj = NULL;
211 return E_NOINTERFACE;
214 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
215 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
216 ULONG refCount = InterlockedIncrement(&This->ref);
218 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
219 return refCount;
222 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
223 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
224 ULONG refCount = InterlockedDecrement(&This->ref);
226 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
228 if (!refCount) {
229 constant_entry *constant, *constant2;
231 /* type 0 represents the primary stateblock, so free all the resources */
232 if (This->blockType == WINED3DSBT_INIT) {
233 int counter;
234 FIXME("Releasing primary stateblock\n");
235 /* Free any streams still bound */
236 for (counter = 0 ; counter < MAX_STREAMS ; counter++) {
237 if (This->streamSource[counter] != NULL) {
238 IWineD3DVertexBuffer_Release(This->streamSource[counter]);
239 This->streamSource[counter] = NULL;
243 /* free any index data */
244 if (This->pIndexData) {
245 IWineD3DIndexBuffer_Release(This->pIndexData);
246 This->pIndexData = NULL;
249 if (NULL != This->pixelShader) {
250 IWineD3DPixelShader_Release(This->pixelShader);
253 if (NULL != This->vertexShader) {
254 IWineD3DVertexShader_Release(This->vertexShader);
257 if (NULL != This->vertexDecl) {
258 IWineD3DVertexDeclaration_Release(This->vertexDecl);
261 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
262 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
263 if (This->textures[counter]) {
264 /* release our 'internal' hold on the texture */
265 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
266 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
273 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
274 HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF);
275 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
276 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
277 HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
278 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
280 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constant_entry, entry) {
281 HeapFree(GetProcessHeap(), 0, constant);
284 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constant_entry, entry) {
285 HeapFree(GetProcessHeap(), 0, constant);
288 HeapFree(GetProcessHeap(), 0, This);
290 return refCount;
293 /**********************************************************
294 * IWineD3DStateBlockImpl parts follows
295 **********************************************************/
296 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
297 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
298 IUnknown_AddRef(This->parent);
299 *pParent = This->parent;
300 return WINED3D_OK;
303 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
305 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
307 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
308 IWineD3DDevice_AddRef(*ppDevice);
309 return WINED3D_OK;
313 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
315 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
316 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
318 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
320 /* If not recorded, then update can just recapture */
321 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
322 IWineD3DStateBlockImpl* tmpBlock;
323 PLIGHTINFOEL *tmp = This->lights;
325 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
327 /* Note just swap the light chains over so when deleting, the old one goes */
328 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
329 tmpBlock->lights = tmp;
331 /* Delete the temporary one (which points to the old light chain though */
332 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
333 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
335 } else {
336 unsigned int i, j;
338 PLIGHTINFOEL *src;
340 /* Recorded => Only update 'changed' values */
341 if (This->vertexShader != targetStateBlock->vertexShader) {
342 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
344 if (targetStateBlock->vertexShader) {
345 IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
347 if (This->vertexShader) {
348 IWineD3DVertexShader_Release(This->vertexShader);
351 This->vertexShader = targetStateBlock->vertexShader;
354 /* Vertex Shader Float Constants */
355 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
356 if (This->set.vertexShaderConstantsF[i]) {
357 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
358 targetStateBlock->vertexShaderConstantF[i * 4],
359 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
360 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
361 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
363 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
364 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
365 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
366 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
370 /* Vertex Shader Integer Constants */
371 for (i = 0; i < MAX_CONST_I; ++i) {
372 if (This->set.vertexShaderConstantsI[i]) {
373 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
374 targetStateBlock->vertexShaderConstantI[i * 4],
375 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
376 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
377 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
379 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
380 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
381 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
382 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
386 /* Vertex Shader Boolean Constants */
387 for (i = 0; i < MAX_CONST_B; ++i) {
388 if (This->set.vertexShaderConstantsB[i]) {
389 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
390 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
392 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
396 /* Lights... For a recorded state block, we just had a chain of actions to perform,
397 so we need to walk that chain and update any actions which differ */
398 src = This->lights;
399 while (src != NULL) {
400 PLIGHTINFOEL *realLight = NULL;
402 /* Locate the light in the live lights */
403 realLight = targetStateBlock->lights;
404 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
406 /* If 'changed' then its a SetLight command. Rather than comparing to see
407 if the OriginalParms have changed and then copy them (twice through
408 memory) just do the copy */
409 if (src->changed) {
411 /* If the light exists, copy its parameters, otherwise copy the default parameters */
412 const WINED3DLIGHT* params = realLight? &realLight->OriginalParms: &WINED3D_default_light;
413 TRACE("Updating lights for light %d\n", src->OriginalIndex);
414 memcpy(&src->OriginalParms, params, sizeof(*params));
417 /* If 'enabledchanged' then its a LightEnable command */
418 if (src->enabledChanged) {
420 /* If the light exists, check if it's enabled, otherwise default is disabled state */
421 TRACE("Updating lightEnabled for light %d\n", src->OriginalIndex);
422 src->lightEnabled = realLight? realLight->lightEnabled: FALSE;
425 src = src->next;
428 /* Recorded => Only update 'changed' values */
429 if (This->pixelShader != targetStateBlock->pixelShader) {
430 TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
432 if (targetStateBlock->pixelShader) {
433 IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
435 if (This->pixelShader) {
436 IWineD3DPixelShader_Release(This->pixelShader);
439 This->pixelShader = targetStateBlock->pixelShader;
442 /* Pixel Shader Float Constants */
443 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
444 if (This->set.pixelShaderConstantsF[i]) {
445 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
446 targetStateBlock->pixelShaderConstantF[i * 4],
447 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
448 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
449 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
451 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
452 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
453 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
454 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
458 /* Pixel Shader Integer Constants */
459 for (i = 0; i < MAX_CONST_I; ++i) {
460 if (This->set.pixelShaderConstantsI[i]) {
461 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
462 targetStateBlock->pixelShaderConstantI[i * 4],
463 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
464 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
465 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
467 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
468 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
469 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
470 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
474 /* Pixel Shader Boolean Constants */
475 for (i = 0; i < MAX_CONST_B; ++i) {
476 if (This->set.pixelShaderConstantsB[i]) {
477 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
478 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
480 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
484 /* Others + Render & Texture */
485 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
486 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
487 &This->transforms[i],
488 sizeof(WINED3DMATRIX)) != 0) {
489 TRACE("Updating transform %d\n", i);
490 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(WINED3DMATRIX));
494 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
495 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
496 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
497 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
498 This->pIndexData = targetStateBlock->pIndexData;
499 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
502 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
503 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
505 if (targetStateBlock->vertexDecl) {
506 IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
508 if (This->vertexDecl) {
509 IWineD3DVertexDeclaration_Release(This->vertexDecl);
512 This->vertexDecl = targetStateBlock->vertexDecl;
515 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
516 This->fvf = targetStateBlock->fvf;
519 if (This->set.material && memcmp(&targetStateBlock->material,
520 &This->material,
521 sizeof(WINED3DMATERIAL)) != 0) {
522 TRACE("Updating material\n");
523 memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
526 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
527 &This->viewport,
528 sizeof(WINED3DVIEWPORT)) != 0) {
529 TRACE("Updating viewport\n");
530 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
533 for (i = 0; i < MAX_STREAMS; i++) {
534 if (This->set.streamSource[i] &&
535 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
536 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
537 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
538 targetStateBlock->streamStride[i]);
539 This->streamStride[i] = targetStateBlock->streamStride[i];
540 This->streamSource[i] = targetStateBlock->streamSource[i];
543 if (This->set.streamFreq[i] &&
544 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
545 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
546 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
547 targetStateBlock->streamFlags[i]);
548 This->streamFreq[i] = targetStateBlock->streamFreq[i];
549 This->streamFlags[i] = targetStateBlock->streamFlags[i];
553 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
554 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
555 &This->clipplane[i],
556 sizeof(This->clipplane)) != 0) {
558 TRACE("Updating clipplane %d\n", i);
559 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
560 sizeof(This->clipplane));
564 /* Render */
565 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
567 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
568 TRACE("Updating renderState %d to %d\n", i, targetStateBlock->renderState[i]);
569 This->renderState[i] = targetStateBlock->renderState[i];
573 /* Texture states */
574 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
575 /* TODO: move over to using memcpy */
576 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
577 if (This->set.textureState[j][i]) {
578 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", j,i, targetStateBlock->textureState[j][i],
579 This->textureState[j][i]);
580 This->textureState[j][i] = targetStateBlock->textureState[j][i];
585 /* Samplers */
586 /* TODO: move over to using memcpy */
587 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
588 if (This->set.textures[j]) {
589 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
590 This->textures[j] = targetStateBlock->textures[j];
592 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
593 if (This->set.samplerState[j][i]) {
594 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
595 j, i, targetStateBlock->samplerState[j][i],
596 This->samplerState[j][i]);
597 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
603 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
605 return WINED3D_OK;
608 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
609 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
610 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
612 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
613 should really perform a delta so that only the changes get updated*/
616 UINT i;
617 UINT j;
619 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
621 /* FIXME: Only apply applicable states not all states */
623 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
626 PLIGHTINFOEL *toDo = This->lights;
627 while (toDo != NULL) {
628 if (toDo->changed)
629 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
630 if (toDo->enabledChanged)
631 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
632 toDo = toDo->next;
635 /* Vertex Shader */
636 if (This->set.vertexShader && This->changed.vertexShader) {
637 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
640 /* Vertex Shader Constants */
641 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
642 if (This->set.vertexShaderConstantsF[i] && This->changed.vertexShaderConstantsF[i])
643 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
646 for (i = 0; i < MAX_CONST_I; i++) {
647 if (This->set.vertexShaderConstantsI[i] && This->changed.vertexShaderConstantsI[i])
648 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
651 for (i = 0; i < MAX_CONST_B; i++) {
652 if (This->set.vertexShaderConstantsB[i] && This->changed.vertexShaderConstantsB[i])
653 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
657 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
659 /* Pixel Shader */
660 if (This->set.pixelShader && This->changed.pixelShader) {
661 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
664 /* Pixel Shader Constants */
665 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
666 if (This->set.pixelShaderConstantsF[i] && This->changed.pixelShaderConstantsF[i])
667 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1);
670 for (i = 0; i < MAX_CONST_I; ++i) {
671 if (This->set.pixelShaderConstantsI[i] && This->changed.pixelShaderConstantsI[i])
672 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
675 for (i = 0; i < MAX_CONST_B; ++i) {
676 if (This->set.pixelShaderConstantsB[i] && This->changed.pixelShaderConstantsB[i])
677 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1);
681 if (This->set.fvf && This->changed.fvf) {
682 IWineD3DDevice_SetFVF(pDevice, This->fvf);
685 if (This->set.vertexDecl && This->changed.vertexDecl) {
686 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
689 /* Others + Render & Texture */
690 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
691 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
692 if (This->set.transform[i] && This->changed.transform[i])
693 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
696 if (This->set.indices && This->changed.indices)
697 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
699 if (This->set.material && This->changed.material )
700 IWineD3DDevice_SetMaterial(pDevice, &This->material);
702 if (This->set.viewport && This->changed.viewport)
703 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
705 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
706 for (i=0; i<MAX_STREAMS; i++) {
707 if (This->set.streamSource[i] && This->changed.streamSource[i])
708 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
710 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
711 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
714 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
715 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
716 float clip[4];
718 clip[0] = This->clipplane[i][0];
719 clip[1] = This->clipplane[i][1];
720 clip[2] = This->clipplane[i][2];
721 clip[3] = This->clipplane[i][3];
722 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
726 /* Render */
727 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
728 if (This->set.renderState[i] && This->changed.renderState[i])
729 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
732 /* Texture states */
733 for (j = 0; j < GL_LIMITS(texture_stages); j++) { /* Set The texture first, just in case it resets the states? */
734 /* TODO: move over to memcpy */
735 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
736 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
737 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
738 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE;
739 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
740 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
741 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(j, i));
746 /* Samplers */
747 /* TODO: move over to memcpy */
748 for (j = 0 ; j < GL_LIMITS(sampler_stages); j++){
749 if (This->set.textures[j] && This->changed.textures[j]) {
750 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
752 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
753 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
754 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
755 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE;
756 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
759 /* SetTexture catches nop changes, so the above call does not assure that the sampler is updated */
760 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(j));
763 } else if (This->blockType == WINED3DSBT_PIXELSTATE) {
765 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
766 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
767 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
771 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
772 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
773 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
774 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(j, SavedPixelStates_T[i]));
778 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
779 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
780 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
784 } else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
786 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
787 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
788 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
791 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
792 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
793 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
794 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(j, SavedVertexStates_T[i]));
798 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
799 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
800 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
805 } else {
806 FIXME("Unrecognized state block type %d\n", This->blockType);
808 stateblock_savedstates_copy(iface, &((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed);
809 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
810 for(j = 0; j < MAX_TEXTURES - 1; j++) {
811 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][D3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
812 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
813 break;
816 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
818 return WINED3D_OK;
821 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
822 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
823 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
824 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
825 union {
826 WINED3DLINEPATTERN lp;
827 DWORD d;
828 } lp;
829 union {
830 float f;
831 DWORD d;
832 } tmpfloat;
833 unsigned int i;
835 /* Note this may have a large overhead but it should only be executed
836 once, in order to initialize the complete state of the device and
837 all opengl equivalents */
838 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
839 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
840 This->blockType = WINED3DSBT_INIT;
842 /* Set some of the defaults for lights, transforms etc */
843 memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
844 memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
845 for (i = 0; i < 256; ++i) {
846 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
849 TRACE("Render states\n");
850 /* Render states: */
851 if (ThisDevice->depthStencilBuffer != NULL) {
852 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
853 } else {
854 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
856 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
857 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
858 lp.lp.wRepeatFactor = 0;
859 lp.lp.wLinePattern = 0;
860 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
861 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
862 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
863 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
864 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
865 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
866 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
867 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
868 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
869 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
870 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
871 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
872 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
873 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
874 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
875 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
876 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
877 tmpfloat.f = 0.0f;
878 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
879 tmpfloat.f = 1.0f;
880 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
881 tmpfloat.f = 1.0f;
882 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
883 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
884 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
885 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
886 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
887 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
888 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
889 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
891 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
892 * so only a single call performed (and ensure defaults initialized before making that call)
894 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
895 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
897 This->renderState[WINED3DRS_STENCILREF] = 0;
898 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
899 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
900 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
901 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
902 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
903 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
904 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
905 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
906 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
907 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
908 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
909 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
910 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
911 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
912 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
913 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
914 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
915 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
916 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
917 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
918 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
919 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
920 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
921 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
922 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
923 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
924 tmpfloat.f = 1.0f;
925 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
926 tmpfloat.f = 1.0f;
927 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
928 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
929 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
930 tmpfloat.f = 1.0f;
931 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
932 tmpfloat.f = 0.0f;
933 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
934 tmpfloat.f = 0.0f;
935 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
936 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
937 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
938 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
939 tmpfloat.f = 1.0f;
940 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
941 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
942 tmpfloat.f = 64.0f;
943 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
944 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
945 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
946 tmpfloat.f = 0.0f;
947 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
948 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
949 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
950 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
951 /* states new in d3d9 */
952 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
953 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
954 tmpfloat.f = 1.0f;
955 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
956 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
957 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
958 tmpfloat.f = 0.0f;
959 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
960 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
961 tmpfloat.f = 1.0f;
962 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
963 tmpfloat.f = 0.0f;
964 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
965 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
966 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
967 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
968 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
969 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
970 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
971 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
972 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
973 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
974 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
975 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
976 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
977 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
978 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
979 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
980 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
981 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
982 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
983 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
984 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
985 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
986 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
987 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
988 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
990 /* clipping status */
991 This->clip_status.ClipUnion = 0;
992 This->clip_status.ClipIntersection = 0xFFFFFFFF;
994 /* Texture Stage States - Put directly into state block, we will call function below */
995 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
996 TRACE("Setting up default texture states for texture Stage %d\n", i);
997 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
998 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
999 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1000 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1001 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1002 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1003 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1004 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
1005 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
1006 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
1007 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
1008 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1009 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
1010 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
1011 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1012 This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1013 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1014 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1015 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1017 This->lowest_disabled_stage = 1;
1019 /* Sampler states*/
1020 for (i = 0 ; i < GL_LIMITS(sampler_stages); i++) {
1021 TRACE("Setting up default samplers states for sampler %d\n", i);
1022 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1023 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1024 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1025 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1026 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1027 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1028 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1029 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1030 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1031 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1032 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
1033 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1034 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1037 /* Under DirectX you can have texture stage operations even if no texture is
1038 bound, whereas opengl will only do texture operations when a valid texture is
1039 bound. We emulate this by creating dummy textures and binding them to each
1040 texture stage, but disable all stages by default. Hence if a stage is enabled
1041 then the default texture will kick in until replaced by a SetTexture call */
1042 ENTER_GL();
1044 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
1045 GLubyte white = 255;
1047 /* Note this avoids calling settexture, so pretend it has been called */
1048 This->set.textures[i] = TRUE;
1049 This->changed.textures[i] = TRUE;
1050 This->textures[i] = NULL;
1052 /* Make appropriate texture active */
1053 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1054 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1055 checkGLcall("glActiveTextureARB");
1056 } else if (i > 0) {
1057 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1060 /* Generate an opengl texture name */
1061 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
1062 checkGLcall("glGenTextures");
1063 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
1065 /* Generate a dummy 1d texture */
1066 This->textureDimensions[i] = GL_TEXTURE_1D;
1067 glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
1068 checkGLcall("glBindTexture");
1070 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1071 checkGLcall("glTexImage1D");
1074 LEAVE_GL();
1077 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1078 for (i = 0; i < MAX_PALETTES; ++i) {
1079 int j;
1080 for (j = 0; j < 256; ++j) {
1081 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
1082 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
1083 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
1084 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
1087 This->wineD3DDevice->currentPalette = 0;
1089 /* Set default GLSL program to NULL. We won't actually create one
1090 * until the app sets a vertex or pixel shader */
1091 This->glsl_program = NULL;
1093 TRACE("-----------------------> Device defaults now set up...\n");
1094 return WINED3D_OK;
1097 /**********************************************************
1098 * IWineD3DStateBlock VTbl follows
1099 **********************************************************/
1101 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1103 /* IUnknown */
1104 IWineD3DStateBlockImpl_QueryInterface,
1105 IWineD3DStateBlockImpl_AddRef,
1106 IWineD3DStateBlockImpl_Release,
1107 /* IWineD3DStateBlock */
1108 IWineD3DStateBlockImpl_GetParent,
1109 IWineD3DStateBlockImpl_GetDevice,
1110 IWineD3DStateBlockImpl_Capture,
1111 IWineD3DStateBlockImpl_Apply,
1112 IWineD3DStateBlockImpl_InitStartupStateBlock