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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
29 /**********************************************************
30 * IWineD3DStateBlockImpl IUnknown parts follows
31 **********************************************************/
32 HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
34 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
35 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
36 if (IsEqualGUID(riid
, &IID_IUnknown
)
37 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
)){
38 IUnknown_AddRef(iface
);
45 ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
46 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
47 ULONG refCount
= InterlockedIncrement(&This
->ref
);
49 TRACE("(%p) : AddRef increasing from %ld\n", This
, refCount
- 1);
53 ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
54 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
55 ULONG refCount
= InterlockedDecrement(&This
->ref
);
57 TRACE("(%p) : Releasing from %ld\n", This
, refCount
+ 1);
60 HeapFree(GetProcessHeap(), 0, This
);
65 /**********************************************************
66 * IWineD3DStateBlockImpl parts follows
67 **********************************************************/
68 HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
69 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
70 IUnknown_AddRef(This
->parent
);
71 *pParent
= This
->parent
;
75 HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
77 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
79 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
80 IWineD3DDevice_AddRef(*ppDevice
);
85 HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
87 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
88 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
90 TRACE("(%p) : Updating state block %p ------------------v \n", targetStateBlock
, This
);
92 /* If not recorded, then update can just recapture */
93 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
94 IWineD3DStateBlockImpl
* tmpBlock
;
95 PLIGHTINFOEL
*tmp
= This
->lights
;
97 IWineD3DDevice_CreateStateBlock((IWineD3DDevice
*)This
->wineD3DDevice
, This
->blockType
, (IWineD3DStateBlock
**) &tmpBlock
, NULL
/*parent*/);
99 /* Note just swap the light chains over so when deleting, the old one goes */
100 memcpy(This
, tmpBlock
, sizeof(IWineD3DStateBlockImpl
));
101 tmpBlock
->lights
= tmp
;
103 /* Delete the temporary one (which points to the old light chain though */
104 IWineD3DStateBlock_Release((IWineD3DStateBlock
*)tmpBlock
);
105 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
112 /* Recorded => Only update 'changed' values */
113 if (This
->set
.vertexShader
&& This
->vertexShader
!= targetStateBlock
->vertexShader
) {
114 This
->vertexShader
= targetStateBlock
->vertexShader
;
115 TRACE("Updating vertex shader to %p\n", targetStateBlock
->vertexShader
);
118 /* TODO: Vertex Shader Constants */
120 /* Lights... For a recorded state block, we just had a chain of actions to perform,
121 so we need to walk that chain and update any actions which differ */
123 while (src
!= NULL
) {
124 PLIGHTINFOEL
*realLight
= NULL
;
126 /* Locate the light in the live lights */
127 realLight
= targetStateBlock
->lights
;
128 while (realLight
!= NULL
&& realLight
->OriginalIndex
!= src
->OriginalIndex
) realLight
= realLight
->next
;
130 if (realLight
== NULL
) {
131 FIXME("A captured light no longer exists...?\n");
134 /* If 'changed' then its a SetLight command. Rather than comparing to see
135 if the OriginalParms have changed and then copy them (twice through
136 memory) just do the copy */
138 TRACE("Updating lights for light %ld\n", src
->OriginalIndex
);
139 memcpy(&src
->OriginalParms
, &realLight
->OriginalParms
, sizeof(PLIGHTINFOEL
));
142 /* If 'enabledchanged' then its a LightEnable command */
143 if (src
->enabledChanged
) {
144 TRACE("Updating lightEnabled for light %ld\n", src
->OriginalIndex
);
145 src
->lightEnabled
= realLight
->lightEnabled
;
154 #if 0 /*TODO: Pixel shaders*/
155 if (This
->set
.pixelShader
&& This
->pixelShader
!= pDeviceImpl
->stateBlock
->pixelShader
) {
156 TRACE("Updating pixel shader to %p\n", pDeviceImpl
->stateBlock
->pixelShader
);
157 This
->pixelShader
= targetStateBlock
->pixelShader
;
160 /* TODO: Pixel Shader Constants */
162 /* Others + Render & Texture */
163 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
164 if (This
->set
.transform
[i
] && memcmp(&targetStateBlock
->transforms
[i
],
165 &This
->transforms
[i
],
166 sizeof(D3DMATRIX
)) != 0) {
167 TRACE("Updating transform %d\n", i
);
168 memcpy(&This
->transforms
[i
], &targetStateBlock
->transforms
[i
], sizeof(D3DMATRIX
));
172 if (This
->set
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
173 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
174 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
175 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
176 This
->pIndexData
= targetStateBlock
->pIndexData
;
177 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
180 if(This
->set
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
181 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
184 if(This
->set
.fvf
&& This
->fvf
!= targetStateBlock
->fvf
){
185 This
->fvf
= targetStateBlock
->fvf
;
188 if (This
->set
.material
&& memcmp(&targetStateBlock
->material
,
190 sizeof(D3DMATERIAL9
)) != 0) {
191 TRACE("Updating material\n");
192 memcpy(&This
->material
, &targetStateBlock
->material
, sizeof(D3DMATERIAL9
));
195 if (This
->set
.viewport
&& memcmp(&targetStateBlock
->viewport
,
197 sizeof(D3DVIEWPORT9
)) != 0) {
198 TRACE("Updating viewport\n");
199 memcpy(&This
->viewport
, &targetStateBlock
->viewport
, sizeof(D3DVIEWPORT9
));
202 for (i
= 0; i
< MAX_STREAMS
; i
++) {
203 if (This
->set
.streamSource
[i
] &&
204 ((This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]) ||
205 (This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
]))) {
206 TRACE("Updating stream source %d to %p, stride to %d\n", i
, targetStateBlock
->streamSource
[i
],
207 targetStateBlock
->streamStride
[i
]);
208 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
209 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
212 if (This
->set
.streamFreq
[i
] &&
213 (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
214 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])){
215 TRACE("Updating stream frequency %d to %d flags to %d\n", i
, targetStateBlock
->streamFreq
[i
] ,
216 targetStateBlock
->streamFlags
[i
]);
217 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
218 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
222 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
223 if (This
->set
.clipplane
[i
] && memcmp(&targetStateBlock
->clipplane
[i
],
225 sizeof(This
->clipplane
)) != 0) {
227 TRACE("Updating clipplane %d\n", i
);
228 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
229 sizeof(This
->clipplane
));
234 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
236 if (This
->set
.renderState
[i
] && (This
->renderState
[i
] != targetStateBlock
->renderState
[i
])) {
237 TRACE("Updating renderState %d to %ld\n", i
, targetStateBlock
->renderState
[i
]);
238 This
->renderState
[i
] = targetStateBlock
->renderState
[i
];
242 /* FIXME: textures are upto MAX_SAMPLERS for d3d9? */
244 for (j
= 0; j
< GL_LIMITS(textures
); j
++) {
245 for (i
= 1; i
<= HIGHEST_TEXTURE_STATE
; i
++) {
247 if (This
->set
.textureState
[j
][i
] && (This
->textureState
[j
][i
] !=
248 targetStateBlock
->textureState
[j
][i
])) {
249 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j
,i
, targetStateBlock
->textureState
[j
][i
],
250 This
->textureState
[j
][i
]);
251 This
->textureState
[j
][i
] = targetStateBlock
->textureState
[j
][i
];
252 This
->renderState
[i
] = targetStateBlock
->renderState
[i
];
257 if ((This
->set
.textures
[j
] && (This
->textures
[j
] != targetStateBlock
->textures
[j
]))) {
258 TRACE("Updating texture %d to %p (was %p)\n", j
, targetStateBlock
->textures
[j
], This
->textures
[j
]);
259 This
->textures
[j
] = targetStateBlock
->textures
[j
];
265 for (j
= 0 ; j
< GL_LIMITS(samplers
); j
++){
266 for (i
= 1; i
<= HIGHEST_SAMPLER_STATE
; i
++){ /* States are 1 based */
267 if (This
->set
.samplerState
[j
][i
] && (This
->samplerState
[j
][i
] !=
268 targetStateBlock
->samplerState
[j
][i
])) {
269 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
270 j
, i
, targetStateBlock
->samplerState
[j
][i
],
271 This
->samplerState
[j
][i
]);
272 This
->samplerState
[j
][i
] = targetStateBlock
->samplerState
[j
][i
];
278 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
283 HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
284 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
285 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
287 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
288 should really perform a delta so that only the changes get updated*/
294 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
296 /* FIXME: Only apply applicable states not all states */
298 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This
->blockType
== D3DSBT_ALL
|| This
->blockType
== D3DSBT_VERTEXSTATE
) {
301 PLIGHTINFOEL
*toDo
= This
->lights
;
302 while (toDo
!= NULL
) {
304 IWineD3DDevice_SetLight(pDevice
, toDo
->OriginalIndex
, &toDo
->OriginalParms
);
305 if (toDo
->enabledChanged
)
306 IWineD3DDevice_SetLightEnable(pDevice
, toDo
->OriginalIndex
, toDo
->lightEnabled
);
310 #if 0 /*TODO: VertexShaders*/
311 if (This
->set
.vertexShader
&& This
->changed
.vertexShader
)
312 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
313 /* TODO: Vertex Shader Constants */
317 #if 0 /*TODO: Pixel Shaders*/
318 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== D3DSBT_ALL
|| This
->blockType
== D3DSBT_PIXELSTATE
) {
320 if (This
->set
.pixelShader
&& This
->changed
.pixelShader
)
321 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
323 /* TODO: Pixel Shader Constants */
327 if (This
->set
.fvf
&& This
->changed
.fvf
) {
328 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
331 if (This
->set
.vertexDecl
&& This
->changed
.vertexDecl
) {
332 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
335 /* Others + Render & Texture */
336 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== D3DSBT_ALL
) {
337 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
338 if (This
->set
.transform
[i
] && This
->changed
.transform
[i
])
339 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
342 if (This
->set
.indices
&& This
->changed
.indices
)
343 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
, This
->baseVertexIndex
);
345 if (This
->set
.material
&& This
->changed
.material
)
346 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
348 if (This
->set
.viewport
&& This
->changed
.viewport
)
349 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
351 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
352 for (i
=0; i
<MAX_STREAMS
; i
++) {
353 if (This
->set
.streamSource
[i
] && This
->changed
.streamSource
[i
])
354 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
356 if (This
->set
.streamFreq
[i
] && This
->changed
.streamFreq
[i
])
357 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
360 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
361 if (This
->set
.clipplane
[i
] && This
->changed
.clipplane
[i
]) {
364 clip
[0] = This
->clipplane
[i
][0];
365 clip
[1] = This
->clipplane
[i
][1];
366 clip
[2] = This
->clipplane
[i
][2];
367 clip
[3] = This
->clipplane
[i
][3];
368 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
373 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
374 if (This
->set
.renderState
[i
] && This
->changed
.renderState
[i
])
375 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
378 /* FIXME: Texture are set against samplers... not just TextureStages */
380 for (j
= 0; j
< GL_LIMITS(textures
); j
++) { /* Set The texture first, just in case it resets the states? */
381 if (This
->set
.textures
[j
] && This
->changed
.textures
[j
]) {
382 IWineD3DDevice_SetTexture(pDevice
, j
, This
->textures
[j
]);
384 for (i
= 1; i
<= HIGHEST_TEXTURE_STATE
; i
++) {
385 if (This
->set
.textureState
[j
][i
] && This
->changed
.textureState
[j
][i
]) {
386 IWineD3DDevice_SetTextureStageState(pDevice
, j
, i
, This
->textureState
[j
][i
]);
392 for (j
= 0 ; j
< GL_LIMITS(samplers
); j
++){
393 for (i
= 1; i
<= HIGHEST_SAMPLER_STATE
; i
++){
394 if (This
->set
.samplerState
[j
][i
] && This
->changed
.samplerState
[j
][i
] && This
->samplerState
[j
][i
] != 0) {
395 IWineD3DDevice_SetSamplerState(pDevice
, j
, i
, This
->samplerState
[j
][i
]);
401 } else if (This
->blockType
== D3DSBT_PIXELSTATE
) {
403 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
404 if (This
->set
.renderState
[SavedPixelStates_R
[i
]] && This
->changed
.renderState
[SavedPixelStates_R
[i
]])
405 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
409 for (j
= 0; j
< GL_LIMITS(textures
); i
++) {
410 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
411 if (This
->set
.textureState
[j
][SavedPixelStates_T
[i
]] &&
412 This
->changed
.textureState
[j
][SavedPixelStates_T
[i
]])
413 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedPixelStates_T
[i
], This
->textureState
[j
][SavedPixelStates_T
[i
]]);
417 } else if (This
->blockType
== D3DSBT_VERTEXSTATE
) {
419 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
420 if ( This
->set
.renderState
[SavedVertexStates_R
[i
]] && This
->changed
.renderState
[SavedVertexStates_R
[i
]])
421 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
424 for (j
= 0; j
< GL_LIMITS(textures
); i
++) {
425 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
426 if ( This
->set
.textureState
[j
][SavedVertexStates_T
[i
]] &&
427 This
->changed
.textureState
[j
][SavedVertexStates_T
[i
]])
428 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedVertexStates_T
[i
], This
->textureState
[j
][SavedVertexStates_T
[i
]]);
434 FIXME("Unrecognized state block type %d\n", This
->blockType
);
436 memcpy(&((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
, &This
->changed
, sizeof(((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
));
437 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
442 HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
443 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
444 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
445 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
456 /* Note this may have a large overhead but it should only be executed
457 once, in order to initialize the complete state of the device and
458 all opengl equivalents */
459 TRACE("-----------------------> Setting up device defaults...\n");
460 This
->blockType
= D3DSBT_ALL
;
462 /* FIXME: Set some of the defaults for lights, transforms etc */
463 memcpy(&This
->transforms
[D3DTS_PROJECTION
], &identity
, sizeof(identity
));
464 memcpy(&This
->transforms
[D3DTS_VIEW
], &identity
, sizeof(identity
));
465 for (i
= 0; i
< 256; ++i
) {
466 memcpy(&This
->transforms
[D3DTS_WORLDMATRIX(i
)], &identity
, sizeof(identity
));
469 TRACE("Render states\n");
471 if (ThisDevice
->depthStencilBuffer
!= NULL
) {
472 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_TRUE
);
474 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_FALSE
);
476 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, D3DFILL_SOLID
);
477 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, D3DSHADE_GOURAUD
);
478 lp
.lp
.wRepeatFactor
= 0;
479 lp
.lp
.wLinePattern
= 0;
480 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
481 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
482 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
483 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
484 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, D3DBLEND_ONE
);
485 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, D3DBLEND_ZERO
);
486 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, D3DCULL_CCW
);
487 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, D3DCMP_LESSEQUAL
);
488 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, D3DCMP_ALWAYS
);
489 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0xff); /*??*/
490 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
491 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
492 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
493 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
494 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
495 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
496 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, D3DFOG_NONE
);
498 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
500 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
502 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
503 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
504 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
505 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
506 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
507 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, D3DSTENCILOP_KEEP
);
508 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, D3DSTENCILOP_KEEP
);
509 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, D3DSTENCILOP_KEEP
);
511 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
512 * so only a single call performed (and ensure defaults initialized before making that call)
514 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
515 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
517 This
->renderState
[WINED3DRS_STENCILREF
] = 0;
518 This
->renderState
[WINED3DRS_STENCILMASK
] = 0xFFFFFFFF;
519 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, D3DCMP_ALWAYS
);
520 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
521 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
522 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
523 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
524 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
525 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
526 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
527 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
528 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
529 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
530 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
531 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
532 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
533 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, D3DFOG_NONE
);
534 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
535 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
536 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
537 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, D3DMCS_COLOR1
);
538 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, D3DMCS_COLOR2
);
539 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, D3DMCS_COLOR2
);
540 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, D3DMCS_MATERIAL
);
541 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, D3DVBF_DISABLE
);
542 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
543 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
545 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
547 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
548 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
549 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
550 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, TRUE
);
551 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, TRUE
);
552 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, TRUE
);
553 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
554 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
555 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, D3DPATCHEDGE_DISCRETE
);
557 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
558 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, D3DDMT_DISABLE
);
560 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
561 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
562 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
564 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
565 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, D3DBLENDOP_ADD
);
566 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
567 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
568 /* states new in d3d9 */
569 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
570 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
572 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
573 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
574 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
576 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
577 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
579 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
581 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
582 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
583 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
584 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, D3DSTENCILOP_KEEP
);
585 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, D3DSTENCILOP_KEEP
);
586 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, D3DSTENCILOP_KEEP
);
587 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, D3DCMP_ALWAYS
);
588 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
589 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
590 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
591 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
592 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
593 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
594 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
595 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
596 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
597 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
598 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
599 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
600 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
601 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
602 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
603 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, D3DBLEND_ONE
);
604 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, D3DBLEND_ZERO
);
605 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, D3DBLENDOP_ADD
);
607 /* clipping status */
608 This
->clip_status
.ClipUnion
= 0;
609 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
611 /* Texture Stage States - Put directly into state block, we will call function below */
612 for (i
= 0; i
< GL_LIMITS(textures
); i
++) {
613 TRACE("Setting up default texture states for texture Stage %d\n", i
);
614 memcpy(&This
->transforms
[D3DTS_TEXTURE0
+ i
], &identity
, sizeof(identity
));
615 This
->textureState
[i
][D3DTSS_COLOROP
] = (i
==0)? D3DTOP_MODULATE
: D3DTOP_DISABLE
;
616 This
->textureState
[i
][D3DTSS_COLORARG1
] = D3DTA_TEXTURE
;
617 This
->textureState
[i
][D3DTSS_COLORARG2
] = D3DTA_CURRENT
;
618 This
->textureState
[i
][D3DTSS_ALPHAOP
] = (i
==0)? D3DTOP_SELECTARG1
: D3DTOP_DISABLE
;
619 This
->textureState
[i
][D3DTSS_ALPHAARG1
] = D3DTA_TEXTURE
;
620 This
->textureState
[i
][D3DTSS_ALPHAARG2
] = D3DTA_CURRENT
;
621 This
->textureState
[i
][D3DTSS_BUMPENVMAT00
] = (DWORD
) 0.0;
622 This
->textureState
[i
][D3DTSS_BUMPENVMAT01
] = (DWORD
) 0.0;
623 This
->textureState
[i
][D3DTSS_BUMPENVMAT10
] = (DWORD
) 0.0;
624 This
->textureState
[i
][D3DTSS_BUMPENVMAT11
] = (DWORD
) 0.0;
625 This
->textureState
[i
][D3DTSS_TEXCOORDINDEX
] = i
;
626 This
->textureState
[i
][D3DTSS_BUMPENVLSCALE
] = (DWORD
) 0.0;
627 This
->textureState
[i
][D3DTSS_BUMPENVLOFFSET
] = (DWORD
) 0.0;
628 This
->textureState
[i
][D3DTSS_TEXTURETRANSFORMFLAGS
] = D3DTTFF_DISABLE
;
629 This
->textureState
[i
][D3DTSS_ADDRESSW
] = D3DTADDRESS_WRAP
;
630 This
->textureState
[i
][D3DTSS_COLORARG0
] = D3DTA_CURRENT
;
631 This
->textureState
[i
][D3DTSS_ALPHAARG0
] = D3DTA_CURRENT
;
632 This
->textureState
[i
][D3DTSS_RESULTARG
] = D3DTA_CURRENT
;
636 for (i
= 0 ; i
< MAX_SAMPLERS
; i
++) {
637 TRACE("Setting up default samplers states for sampler %d\n", i
);
638 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = D3DTADDRESS_WRAP
;
639 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = D3DTADDRESS_WRAP
;
640 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = D3DTADDRESS_WRAP
;
641 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
642 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = D3DTEXF_POINT
;
643 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = D3DTEXF_POINT
;
644 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = D3DTEXF_NONE
;
645 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
646 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
647 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
648 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0; /* TODO: Gamma correction value*/
649 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
650 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 256; /* TODO: Vertex offset in the presampled displacement map */
653 /* Under DirectX you can have texture stage operations even if no texture is
654 bound, whereas opengl will only do texture operations when a valid texture is
655 bound. We emulate this by creating dummy textures and binding them to each
656 texture stage, but disable all stages by default. Hence if a stage is enabled
657 then the default texture will kick in until replaced by a SetTexture call */
661 for (i
= 0; i
< GL_LIMITS(textures
); i
++) {
664 /* Note this avoids calling settexture, so pretend it has been called */
665 This
->set
.textures
[i
] = TRUE
;
666 This
->changed
.textures
[i
] = TRUE
;
667 This
->textures
[i
] = NULL
;
669 /* Make appropriate texture active */
670 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
673 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
676 /* Generate an opengl texture name */
677 glGenTextures(1, &ThisDevice
->dummyTextureName
[i
]);
678 checkGLcall("glGenTextures");
679 TRACE("Dummy Texture %d given name %d\n", i
, ThisDevice
->dummyTextureName
[i
]);
681 /* Generate a dummy 1d texture */
682 This
->textureDimensions
[i
] = GL_TEXTURE_1D
;
683 glBindTexture(GL_TEXTURE_1D
, ThisDevice
->dummyTextureName
[i
]);
684 checkGLcall("glBindTexture");
686 glTexImage1D(GL_TEXTURE_1D
, 0, GL_LUMINANCE
, 1, 0, GL_LUMINANCE
, GL_UNSIGNED_BYTE
, &white
);
687 checkGLcall("glTexImage1D");
689 /* Reapply all the texture state information to this texture */
690 IWineD3DDevice_SetupTextureStates(device
, i
, REAPPLY_ALL
);
695 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
696 for (i
= 0; i
< MAX_PALETTES
; ++i
) {
698 for (j
= 0; j
< 256; ++j
) {
699 This
->wineD3DDevice
->palettes
[i
][j
].peRed
= 0xFF;
700 This
->wineD3DDevice
->palettes
[i
][j
].peGreen
= 0xFF;
701 This
->wineD3DDevice
->palettes
[i
][j
].peBlue
= 0xFF;
702 This
->wineD3DDevice
->palettes
[i
][j
].peFlags
= 0xFF;
705 This
->wineD3DDevice
->currentPalette
= 0;
707 TRACE("-----------------------> Device defaults now set up...\n");
711 /**********************************************************
712 * IWineD3DStateBlock VTbl follows
713 **********************************************************/
715 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
717 IWineD3DStateBlockImpl_QueryInterface
,
718 IWineD3DStateBlockImpl_AddRef
,
719 IWineD3DStateBlockImpl_Release
,
720 IWineD3DStateBlockImpl_GetParent
,
721 IWineD3DStateBlockImpl_GetDevice
,
722 IWineD3DStateBlockImpl_Capture
,
723 IWineD3DStateBlockImpl_Apply
,
724 IWineD3DStateBlockImpl_InitStartupStateBlock