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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
34 /** Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
37 HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
) {
39 IWineD3DStateBlockImpl
*This
= object
;
41 /* Allocate space for floating point constants */
42 object
->pixelShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
43 if (!object
->pixelShaderConstantF
) goto fail
;
45 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(pshader_constantsF
));
46 if (!object
->changed
.pixelShaderConstantsF
) goto fail
;
48 object
->vertexShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
49 if (!object
->vertexShaderConstantF
) goto fail
;
51 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(vshader_constantsF
));
52 if (!object
->changed
.vertexShaderConstantsF
) goto fail
;
54 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(vshader_constantsF
));
55 if (!object
->contained_vs_consts_f
) goto fail
;
57 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(pshader_constantsF
));
58 if (!object
->contained_ps_consts_f
) goto fail
;
63 ERR("Failed to allocate memory\n");
64 HeapFree(GetProcessHeap(), 0, object
->pixelShaderConstantF
);
65 HeapFree(GetProcessHeap(), 0, object
->changed
.pixelShaderConstantsF
);
66 HeapFree(GetProcessHeap(), 0, object
->vertexShaderConstantF
);
67 HeapFree(GetProcessHeap(), 0, object
->changed
.vertexShaderConstantsF
);
68 HeapFree(GetProcessHeap(), 0, object
->contained_vs_consts_f
);
69 HeapFree(GetProcessHeap(), 0, object
->contained_ps_consts_f
);
73 /** Copy all members of one stateblock to another */
74 static void stateblock_savedstates_copy(IWineD3DStateBlock
* iface
, SAVEDSTATES
*dest
, const SAVEDSTATES
*source
)
76 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
77 unsigned bsize
= sizeof(BOOL
);
80 dest
->primitive_type
= source
->primitive_type
;
81 dest
->indices
= source
->indices
;
82 dest
->material
= source
->material
;
83 dest
->viewport
= source
->viewport
;
84 dest
->vertexDecl
= source
->vertexDecl
;
85 dest
->pixelShader
= source
->pixelShader
;
86 dest
->vertexShader
= source
->vertexShader
;
87 dest
->scissorRect
= dest
->scissorRect
;
89 /* Fixed size arrays */
90 dest
->streamSource
= source
->streamSource
;
91 dest
->streamFreq
= source
->streamFreq
;
92 dest
->textures
= source
->textures
;
93 memcpy(dest
->transform
, source
->transform
, sizeof(source
->transform
));
94 memcpy(dest
->renderState
, source
->renderState
, sizeof(source
->renderState
));
95 memcpy(dest
->textureState
, source
->textureState
, sizeof(source
->textureState
));
96 memcpy(dest
->samplerState
, source
->samplerState
, sizeof(source
->samplerState
));
97 dest
->clipplane
= source
->clipplane
;
98 dest
->pixelShaderConstantsB
= source
->pixelShaderConstantsB
;
99 dest
->pixelShaderConstantsI
= source
->pixelShaderConstantsI
;
100 dest
->vertexShaderConstantsB
= source
->vertexShaderConstantsB
;
101 dest
->vertexShaderConstantsI
= source
->vertexShaderConstantsI
;
103 /* Dynamically sized arrays */
104 memcpy(dest
->pixelShaderConstantsF
, source
->pixelShaderConstantsF
, bsize
* GL_LIMITS(pshader_constantsF
));
105 memcpy(dest
->vertexShaderConstantsF
, source
->vertexShaderConstantsF
, bsize
* GL_LIMITS(vshader_constantsF
));
108 static inline void stateblock_set_bits(DWORD
*map
, UINT map_size
)
110 DWORD mask
= (1 << (map_size
& 0x1f)) - 1;
111 memset(map
, 0xff, (map_size
>> 5) * sizeof(*map
));
112 if (mask
) map
[map_size
>> 5] = mask
;
115 /** Set all members of a stateblock savedstate to the given value */
116 void stateblock_savedstates_set(
117 IWineD3DStateBlock
* iface
,
121 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
122 unsigned bsize
= sizeof(BOOL
);
125 states
->primitive_type
= value
;
126 states
->indices
= value
;
127 states
->material
= value
;
128 states
->viewport
= value
;
129 states
->vertexDecl
= value
;
130 states
->pixelShader
= value
;
131 states
->vertexShader
= value
;
132 states
->scissorRect
= value
;
134 /* Fixed size arrays */
138 states
->streamSource
= 0xffff;
139 states
->streamFreq
= 0xffff;
140 states
->textures
= 0xfffff;
141 stateblock_set_bits(states
->transform
, HIGHEST_TRANSFORMSTATE
+ 1);
142 stateblock_set_bits(states
->renderState
, WINEHIGHEST_RENDER_STATE
+ 1);
143 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = 0x3ffff;
144 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = 0x3fff;
145 states
->clipplane
= 0xffffffff;
146 states
->pixelShaderConstantsB
= 0xffff;
147 states
->pixelShaderConstantsI
= 0xffff;
148 states
->vertexShaderConstantsB
= 0xffff;
149 states
->vertexShaderConstantsI
= 0xffff;
153 states
->streamSource
= 0;
154 states
->streamFreq
= 0;
155 states
->textures
= 0;
156 memset(states
->transform
, 0, sizeof(states
->transform
));
157 memset(states
->renderState
, 0, sizeof(states
->renderState
));
158 memset(states
->textureState
, 0, sizeof(states
->textureState
));
159 memset(states
->samplerState
, 0, sizeof(states
->samplerState
));
160 states
->clipplane
= 0;
161 states
->pixelShaderConstantsB
= 0;
162 states
->pixelShaderConstantsI
= 0;
163 states
->vertexShaderConstantsB
= 0;
164 states
->vertexShaderConstantsI
= 0;
167 /* Dynamically sized arrays */
168 memset(states
->pixelShaderConstantsF
, value
, bsize
* GL_LIMITS(pshader_constantsF
));
169 memset(states
->vertexShaderConstantsF
, value
, bsize
* GL_LIMITS(vshader_constantsF
));
172 void stateblock_copy(
173 IWineD3DStateBlock
* destination
,
174 IWineD3DStateBlock
* source
) {
177 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)source
;
178 IWineD3DStateBlockImpl
*Dest
= (IWineD3DStateBlockImpl
*)destination
;
180 /* IUnknown fields */
181 Dest
->lpVtbl
= This
->lpVtbl
;
182 Dest
->ref
= This
->ref
;
184 /* IWineD3DStateBlock information */
185 Dest
->parent
= This
->parent
;
186 Dest
->wineD3DDevice
= This
->wineD3DDevice
;
187 Dest
->blockType
= This
->blockType
;
190 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
193 Dest
->gl_primitive_type
= This
->gl_primitive_type
;
194 Dest
->vertexDecl
= This
->vertexDecl
;
195 Dest
->vertexShader
= This
->vertexShader
;
196 Dest
->streamIsUP
= This
->streamIsUP
;
197 Dest
->pIndexData
= This
->pIndexData
;
198 Dest
->baseVertexIndex
= This
->baseVertexIndex
;
199 /* Dest->lights = This->lights; */
200 Dest
->clip_status
= This
->clip_status
;
201 Dest
->viewport
= This
->viewport
;
202 Dest
->material
= This
->material
;
203 Dest
->pixelShader
= This
->pixelShader
;
204 Dest
->scissorRect
= This
->scissorRect
;
207 memset(This
->activeLights
, 0, sizeof(This
->activeLights
));
208 for(l
= 0; l
< LIGHTMAP_SIZE
; l
++) {
209 struct list
*e1
, *e2
;
210 LIST_FOR_EACH_SAFE(e1
, e2
, &Dest
->lightMap
[l
]) {
211 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
212 list_remove(&light
->entry
);
213 HeapFree(GetProcessHeap(), 0, light
);
216 LIST_FOR_EACH(e1
, &This
->lightMap
[l
]) {
217 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
), *light2
;
218 light2
= HeapAlloc(GetProcessHeap(), 0, sizeof(*light
));
220 list_add_tail(&Dest
->lightMap
[l
], &light2
->entry
);
221 if(light2
->glIndex
!= -1) Dest
->activeLights
[light2
->glIndex
] = light2
;
225 /* Fixed size arrays */
226 memcpy(Dest
->vertexShaderConstantB
, This
->vertexShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
227 memcpy(Dest
->vertexShaderConstantI
, This
->vertexShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
228 memcpy(Dest
->pixelShaderConstantB
, This
->pixelShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
229 memcpy(Dest
->pixelShaderConstantI
, This
->pixelShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
231 memcpy(Dest
->streamStride
, This
->streamStride
, sizeof(UINT
) * MAX_STREAMS
);
232 memcpy(Dest
->streamOffset
, This
->streamOffset
, sizeof(UINT
) * MAX_STREAMS
);
233 memcpy(Dest
->streamSource
, This
->streamSource
, sizeof(IWineD3DBuffer
*) * MAX_STREAMS
);
234 memcpy(Dest
->streamFreq
, This
->streamFreq
, sizeof(UINT
) * MAX_STREAMS
);
235 memcpy(Dest
->streamFlags
, This
->streamFlags
, sizeof(UINT
) * MAX_STREAMS
);
236 memcpy(Dest
->transforms
, This
->transforms
, sizeof(WINED3DMATRIX
) * (HIGHEST_TRANSFORMSTATE
+ 1));
237 memcpy(Dest
->clipplane
, This
->clipplane
, sizeof(double) * MAX_CLIPPLANES
* 4);
238 memcpy(Dest
->renderState
, This
->renderState
, sizeof(DWORD
) * (WINEHIGHEST_RENDER_STATE
+ 1));
239 memcpy(Dest
->textures
, This
->textures
, sizeof(IWineD3DBaseTexture
*) * MAX_COMBINED_SAMPLERS
);
240 memcpy(Dest
->textureState
, This
->textureState
, sizeof(DWORD
) * MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
241 memcpy(Dest
->samplerState
, This
->samplerState
, sizeof(DWORD
) * MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
243 /* Dynamically sized arrays */
244 memcpy(Dest
->vertexShaderConstantF
, This
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
245 memcpy(Dest
->pixelShaderConstantF
, This
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
248 /**********************************************************
249 * IWineD3DStateBlockImpl IUnknown parts follows
250 **********************************************************/
251 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
253 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
254 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
255 if (IsEqualGUID(riid
, &IID_IUnknown
)
256 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
257 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
)){
258 IUnknown_AddRef(iface
);
263 return E_NOINTERFACE
;
266 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
267 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
268 ULONG refCount
= InterlockedIncrement(&This
->ref
);
270 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
274 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
275 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
276 ULONG refCount
= InterlockedDecrement(&This
->ref
);
278 TRACE("(%p) : Releasing from %d\n", This
, refCount
+ 1);
283 /* type 0 represents the primary stateblock, so free all the resources */
284 if (This
->blockType
== WINED3DSBT_INIT
) {
285 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
286 for (counter
= 0; counter
< MAX_COMBINED_SAMPLERS
; counter
++) {
287 if (This
->textures
[counter
]) {
288 /* release our 'internal' hold on the texture */
289 if(0 != IWineD3DBaseTexture_Release(This
->textures
[counter
])) {
290 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter
, This
->textures
[counter
]);
296 for (counter
= 0; counter
< MAX_STREAMS
; counter
++) {
297 if(This
->streamSource
[counter
]) {
298 if (IWineD3DBuffer_Release(This
->streamSource
[counter
]))
300 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter
, This
->streamSource
[counter
]);
304 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
305 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
306 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
308 for(counter
= 0; counter
< LIGHTMAP_SIZE
; counter
++) {
309 struct list
*e1
, *e2
;
310 LIST_FOR_EACH_SAFE(e1
, e2
, &This
->lightMap
[counter
]) {
311 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
312 list_remove(&light
->entry
);
313 HeapFree(GetProcessHeap(), 0, light
);
317 HeapFree(GetProcessHeap(), 0, This
->vertexShaderConstantF
);
318 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
319 HeapFree(GetProcessHeap(), 0, This
->pixelShaderConstantF
);
320 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
321 HeapFree(GetProcessHeap(), 0, This
->contained_vs_consts_f
);
322 HeapFree(GetProcessHeap(), 0, This
->contained_ps_consts_f
);
323 HeapFree(GetProcessHeap(), 0, This
);
328 /**********************************************************
329 * IWineD3DStateBlockImpl parts follows
330 **********************************************************/
331 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
332 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
333 IUnknown_AddRef(This
->parent
);
334 *pParent
= This
->parent
;
338 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
340 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
342 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
343 IWineD3DDevice_AddRef(*ppDevice
);
348 static inline void record_lights(IWineD3DStateBlockImpl
*This
, IWineD3DStateBlockImpl
*targetStateBlock
) {
351 /* Lights... For a recorded state block, we just had a chain of actions to perform,
352 * so we need to walk that chain and update any actions which differ
354 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
356 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
357 BOOL updated
= FALSE
;
358 PLIGHTINFOEL
*src
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
), *realLight
;
359 if(!src
->changed
|| !src
->enabledChanged
) continue;
361 /* Look up the light in the destination */
362 LIST_FOR_EACH(f
, &targetStateBlock
->lightMap
[i
]) {
363 realLight
= LIST_ENTRY(f
, PLIGHTINFOEL
, entry
);
364 if(realLight
->OriginalIndex
== src
->OriginalIndex
) {
366 src
->OriginalParms
= realLight
->OriginalParms
;
368 if(src
->enabledChanged
) {
369 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
370 * or disabled -> enabled -> disabled changes
372 if(realLight
->glIndex
== -1 && src
->glIndex
!= -1) {
374 This
->activeLights
[src
->glIndex
] = NULL
;
375 } else if(realLight
->glIndex
!= -1 && src
->glIndex
== -1){
377 This
->activeLights
[realLight
->glIndex
] = src
;
379 src
->glIndex
= realLight
->glIndex
;
387 /* Found a light, all done, proceed with next hash entry */
389 } else if(src
->changed
) {
390 /* Otherwise assign defaul params */
391 src
->OriginalParms
= WINED3D_default_light
;
393 /* Not enabled by default */
400 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
402 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
403 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
407 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
409 /* If not recorded, then update can just recapture */
410 if (This
->blockType
== WINED3DSBT_RECORDED
) {
412 /* Recorded => Only update 'changed' values */
413 if (This
->changed
.vertexShader
&& This
->vertexShader
!= targetStateBlock
->vertexShader
) {
414 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
416 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
417 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
418 This
->vertexShader
= targetStateBlock
->vertexShader
;
421 /* Vertex Shader Float Constants */
422 for (j
= 0; j
< This
->num_contained_vs_consts_f
; ++j
) {
423 i
= This
->contained_vs_consts_f
[j
];
424 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This
, targetStateBlock
, i
,
425 targetStateBlock
->vertexShaderConstantF
[i
* 4],
426 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1],
427 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2],
428 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3]);
430 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
431 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
432 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
433 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
436 /* Vertex Shader Integer Constants */
437 for (j
= 0; j
< This
->num_contained_vs_consts_i
; ++j
) {
438 i
= This
->contained_vs_consts_i
[j
];
439 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This
, targetStateBlock
, i
,
440 targetStateBlock
->vertexShaderConstantI
[i
* 4],
441 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1],
442 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2],
443 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3]);
445 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
446 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
447 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
448 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
451 /* Vertex Shader Boolean Constants */
452 for (j
= 0; j
< This
->num_contained_vs_consts_b
; ++j
) {
453 i
= This
->contained_vs_consts_b
[j
];
454 TRACE("Setting %p from %p %u to %s\n", This
, targetStateBlock
, i
,
455 targetStateBlock
->vertexShaderConstantB
[i
] ? "TRUE" : "FALSE");
457 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
460 /* Pixel Shader Float Constants */
461 for (j
= 0; j
< This
->num_contained_ps_consts_f
; ++j
) {
462 i
= This
->contained_ps_consts_f
[j
];
463 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This
, targetStateBlock
, i
,
464 targetStateBlock
->pixelShaderConstantF
[i
* 4],
465 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1],
466 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2],
467 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3]);
469 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
470 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
471 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
472 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
475 /* Pixel Shader Integer Constants */
476 for (j
= 0; j
< This
->num_contained_ps_consts_i
; ++j
) {
477 i
= This
->contained_ps_consts_i
[j
];
478 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This
, targetStateBlock
, i
,
479 targetStateBlock
->pixelShaderConstantI
[i
* 4],
480 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1],
481 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2],
482 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3]);
484 This
->pixelShaderConstantI
[i
* 4] = targetStateBlock
->pixelShaderConstantI
[i
* 4];
485 This
->pixelShaderConstantI
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1];
486 This
->pixelShaderConstantI
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2];
487 This
->pixelShaderConstantI
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3];
490 /* Pixel Shader Boolean Constants */
491 for (j
= 0; j
< This
->num_contained_ps_consts_b
; ++j
) {
492 i
= This
->contained_ps_consts_b
[j
];
493 TRACE("Setting %p from %p %u to %s\n", This
, targetStateBlock
, i
,
494 targetStateBlock
->pixelShaderConstantB
[i
] ? "TRUE" : "FALSE");
496 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
499 /* Others + Render & Texture */
500 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
501 TRACE("Updating transform %u\n", i
);
502 This
->transforms
[This
->contained_transform_states
[i
]] =
503 targetStateBlock
->transforms
[This
->contained_transform_states
[i
]];
506 if (This
->changed
.primitive_type
) This
->gl_primitive_type
= targetStateBlock
->gl_primitive_type
;
508 if (This
->changed
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
509 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
510 TRACE("Updating pIndexData to %p, baseVertexIndex to %d\n",
511 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
512 if(targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
513 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
514 This
->pIndexData
= targetStateBlock
->pIndexData
;
515 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
518 if(This
->changed
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
519 TRACE("Updating vertex declaration from %p to %p\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
521 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
524 if (This
->changed
.material
&& memcmp(&targetStateBlock
->material
,
526 sizeof(WINED3DMATERIAL
)) != 0) {
527 TRACE("Updating material\n");
528 This
->material
= targetStateBlock
->material
;
531 if (This
->changed
.viewport
&& memcmp(&targetStateBlock
->viewport
,
533 sizeof(WINED3DVIEWPORT
)) != 0) {
534 TRACE("Updating viewport\n");
535 This
->viewport
= targetStateBlock
->viewport
;
538 if(This
->changed
.scissorRect
&& memcmp(&targetStateBlock
->scissorRect
,
540 sizeof(targetStateBlock
->scissorRect
)))
542 TRACE("Updating scissor rect\n");
543 targetStateBlock
->scissorRect
= This
->scissorRect
;
546 map
= This
->changed
.streamSource
;
547 for (i
= 0; map
; map
>>= 1, ++i
)
549 if (!(map
& 1)) continue;
551 if (This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]
552 || This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
])
554 TRACE("Updating stream source %u to %p, stride to %u\n",
555 i
, targetStateBlock
->streamSource
[i
], targetStateBlock
->streamStride
[i
]);
556 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
557 if (targetStateBlock
->streamSource
[i
]) IWineD3DBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
558 if (This
->streamSource
[i
]) IWineD3DBuffer_Release(This
->streamSource
[i
]);
559 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
563 map
= This
->changed
.streamFreq
;
564 for (i
= 0; map
; map
>>= 1, ++i
)
566 if (!(map
& 1)) continue;
568 if (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
569 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])
571 TRACE("Updating stream frequency %u to %u flags to %#x\n",
572 i
, targetStateBlock
->streamFreq
[i
], targetStateBlock
->streamFlags
[i
]);
573 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
574 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
578 map
= This
->changed
.clipplane
;
579 for (i
= 0; map
; map
>>= 1, ++i
)
581 if (!(map
& 1)) continue;
583 if (memcmp(targetStateBlock
->clipplane
[i
], This
->clipplane
[i
], sizeof(*This
->clipplane
)))
585 TRACE("Updating clipplane %u\n", i
);
586 memcpy(This
->clipplane
[i
], targetStateBlock
->clipplane
[i
], sizeof(*This
->clipplane
));
591 for (i
= 0; i
< This
->num_contained_render_states
; i
++) {
592 TRACE("Updating renderState %u to %u\n", This
->contained_render_states
[i
],
593 targetStateBlock
->renderState
[This
->contained_render_states
[i
]]);
594 This
->renderState
[This
->contained_render_states
[i
]] = targetStateBlock
->renderState
[This
->contained_render_states
[i
]];
598 for (j
= 0; j
< This
->num_contained_tss_states
; j
++) {
599 DWORD stage
= This
->contained_tss_states
[j
].stage
;
600 DWORD state
= This
->contained_tss_states
[j
].state
;
602 TRACE("Updating texturestage state %u, %u to %u (was %u)\n", stage
, state
,
603 targetStateBlock
->textureState
[stage
][state
], This
->textureState
[stage
][state
]);
604 This
->textureState
[stage
][state
] = targetStateBlock
->textureState
[stage
][state
];
608 /* TODO: move over to using memcpy */
609 map
= This
->changed
.textures
;
610 for (i
= 0; map
; map
>>= 1, ++i
)
612 if (!(map
& 1)) continue;
614 TRACE("Updating texture %u to %p (was %p)\n", i
, targetStateBlock
->textures
[i
], This
->textures
[i
]);
615 This
->textures
[i
] = targetStateBlock
->textures
[i
];
618 for (j
= 0; j
< This
->num_contained_sampler_states
; j
++) {
619 DWORD stage
= This
->contained_sampler_states
[j
].stage
;
620 DWORD state
= This
->contained_sampler_states
[j
].state
;
621 TRACE("Updating sampler state %u, %u to %u (was %u)\n", stage
, state
,
622 targetStateBlock
->samplerState
[stage
][state
], This
->samplerState
[stage
][state
]);
623 This
->samplerState
[stage
][state
] = targetStateBlock
->samplerState
[stage
][state
];
625 if(This
->changed
.pixelShader
&& This
->pixelShader
!= targetStateBlock
->pixelShader
) {
626 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
627 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
628 This
->pixelShader
= targetStateBlock
->pixelShader
;
631 record_lights(This
, targetStateBlock
);
632 } else if(This
->blockType
== WINED3DSBT_ALL
) {
633 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
634 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
635 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
636 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
637 This
->gl_primitive_type
= targetStateBlock
->gl_primitive_type
;
638 memcpy(This
->streamStride
, targetStateBlock
->streamStride
, sizeof(This
->streamStride
));
639 memcpy(This
->streamOffset
, targetStateBlock
->streamOffset
, sizeof(This
->streamOffset
));
640 memcpy(This
->streamFreq
, targetStateBlock
->streamFreq
, sizeof(This
->streamFreq
));
641 memcpy(This
->streamFlags
, targetStateBlock
->streamFlags
, sizeof(This
->streamFlags
));
642 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
643 memcpy(This
->transforms
, targetStateBlock
->transforms
, sizeof(This
->transforms
));
644 record_lights(This
, targetStateBlock
);
645 memcpy(This
->clipplane
, targetStateBlock
->clipplane
, sizeof(This
->clipplane
));
646 This
->clip_status
= targetStateBlock
->clip_status
;
647 This
->viewport
= targetStateBlock
->viewport
;
648 This
->material
= targetStateBlock
->material
;
649 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
650 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
651 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
652 memcpy(This
->renderState
, targetStateBlock
->renderState
, sizeof(This
->renderState
));
653 memcpy(This
->textures
, targetStateBlock
->textures
, sizeof(This
->textures
));
654 memcpy(This
->textureState
, targetStateBlock
->textureState
, sizeof(This
->textureState
));
655 memcpy(This
->samplerState
, targetStateBlock
->samplerState
, sizeof(This
->samplerState
));
656 This
->scissorRect
= targetStateBlock
->scissorRect
;
658 if(targetStateBlock
->pIndexData
!= This
->pIndexData
) {
659 if (targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
660 if (This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
661 This
->pIndexData
= targetStateBlock
->pIndexData
;
663 for(i
= 0; i
< MAX_STREAMS
; i
++) {
664 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
665 if(targetStateBlock
->streamSource
[i
]) IWineD3DBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
666 if(This
->streamSource
[i
]) IWineD3DBuffer_Release(This
->streamSource
[i
]);
667 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
670 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
671 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
672 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
673 This
->vertexShader
= targetStateBlock
->vertexShader
;
675 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
676 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
677 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
678 This
->pixelShader
= targetStateBlock
->pixelShader
;
680 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
681 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
682 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
683 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
684 record_lights(This
, targetStateBlock
);
685 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
686 This
->renderState
[SavedVertexStates_R
[i
]] = targetStateBlock
->renderState
[SavedVertexStates_R
[i
]];
688 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
689 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
690 This
->samplerState
[j
][SavedVertexStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]];
693 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
694 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
695 This
->textureState
[j
][SavedVertexStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedVertexStates_R
[i
]];
698 for(i
= 0; i
< MAX_STREAMS
; i
++) {
699 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
700 if (targetStateBlock
->streamSource
[i
]) IWineD3DBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
701 if (This
->streamSource
[i
]) IWineD3DBuffer_Release(This
->streamSource
[i
]);
702 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
705 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
706 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
707 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
708 This
->vertexShader
= targetStateBlock
->vertexShader
;
710 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
711 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
712 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
713 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
714 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
715 This
->renderState
[SavedPixelStates_R
[i
]] = targetStateBlock
->renderState
[SavedPixelStates_R
[i
]];
717 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
718 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
719 This
->samplerState
[j
][SavedPixelStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]];
722 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
723 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
724 This
->textureState
[j
][SavedPixelStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedPixelStates_R
[i
]];
727 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
728 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
729 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
730 This
->pixelShader
= targetStateBlock
->pixelShader
;
734 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
739 static inline void apply_lights(IWineD3DDevice
*pDevice
, IWineD3DStateBlockImpl
*This
) {
741 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
744 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
745 const PLIGHTINFOEL
*light
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
);
748 IWineD3DDevice_SetLight(pDevice
, light
->OriginalIndex
, &light
->OriginalParms
);
750 if(light
->enabledChanged
) {
751 IWineD3DDevice_SetLightEnable(pDevice
, light
->OriginalIndex
, light
->glIndex
!= -1);
757 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
758 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
759 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
761 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
762 should really perform a delta so that only the changes get updated*/
768 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
770 TRACE("Blocktype: %d\n", This
->blockType
);
772 if(This
->blockType
== WINED3DSBT_RECORDED
) {
773 if (This
->changed
.vertexShader
) {
774 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
776 /* Vertex Shader Constants */
777 for (i
= 0; i
< This
->num_contained_vs_consts_f
; i
++) {
778 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, This
->contained_vs_consts_f
[i
],
779 This
->vertexShaderConstantF
+ This
->contained_vs_consts_f
[i
] * 4, 1);
781 for (i
= 0; i
< This
->num_contained_vs_consts_i
; i
++) {
782 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, This
->contained_vs_consts_i
[i
],
783 This
->vertexShaderConstantI
+ This
->contained_vs_consts_i
[i
] * 4, 1);
785 for (i
= 0; i
< This
->num_contained_vs_consts_b
; i
++) {
786 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, This
->contained_vs_consts_b
[i
],
787 This
->vertexShaderConstantB
+ This
->contained_vs_consts_b
[i
], 1);
790 apply_lights(pDevice
, This
);
792 if (This
->changed
.pixelShader
) {
793 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
795 /* Pixel Shader Constants */
796 for (i
= 0; i
< This
->num_contained_ps_consts_f
; i
++) {
797 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, This
->contained_ps_consts_f
[i
],
798 This
->pixelShaderConstantF
+ This
->contained_ps_consts_f
[i
] * 4, 1);
800 for (i
= 0; i
< This
->num_contained_ps_consts_i
; i
++) {
801 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, This
->contained_ps_consts_i
[i
],
802 This
->pixelShaderConstantI
+ This
->contained_ps_consts_i
[i
] * 4, 1);
804 for (i
= 0; i
< This
->num_contained_ps_consts_b
; i
++) {
805 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, This
->contained_ps_consts_b
[i
],
806 This
->pixelShaderConstantB
+ This
->contained_ps_consts_b
[i
], 1);
810 for (i
= 0; i
<= This
->num_contained_render_states
; i
++) {
811 IWineD3DDevice_SetRenderState(pDevice
, This
->contained_render_states
[i
],
812 This
->renderState
[This
->contained_render_states
[i
]]);
815 for (i
= 0; i
< This
->num_contained_tss_states
; i
++) {
816 DWORD stage
= This
->contained_tss_states
[i
].stage
;
817 DWORD state
= This
->contained_tss_states
[i
].state
;
818 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[stage
][state
] = This
->textureState
[stage
][state
];
819 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[stage
] |= 1 << state
;
820 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
821 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_TEXTURESTAGE(stage
, state
));
824 for (i
= 0; i
< This
->num_contained_sampler_states
; i
++) {
825 DWORD stage
= This
->contained_sampler_states
[i
].stage
;
826 DWORD state
= This
->contained_sampler_states
[i
].state
;
827 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[stage
][state
] = This
->samplerState
[stage
][state
];
828 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[stage
] |= 1 << state
;
829 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_SAMPLER(stage
));
832 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
833 IWineD3DDevice_SetTransform(pDevice
, This
->contained_transform_states
[i
],
834 &This
->transforms
[This
->contained_transform_states
[i
]]);
837 if (This
->changed
.primitive_type
)
839 This
->wineD3DDevice
->updateStateBlock
->changed
.primitive_type
= TRUE
;
840 This
->wineD3DDevice
->updateStateBlock
->gl_primitive_type
= This
->gl_primitive_type
;
843 if (This
->changed
.indices
) {
844 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
845 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
848 if (This
->changed
.vertexDecl
) {
849 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
852 if (This
->changed
.material
) {
853 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
856 if (This
->changed
.viewport
) {
857 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
860 if (This
->changed
.scissorRect
) {
861 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
864 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
865 map
= This
->changed
.streamSource
;
866 for (i
= 0; map
; map
>>= 1, ++i
)
868 if (map
& 1) IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
871 map
= This
->changed
.streamFreq
;
872 for (i
= 0; map
; map
>>= 1, ++i
)
874 if (map
& 1) IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
877 map
= This
->changed
.textures
;
878 for (i
= 0; map
; map
>>= 1, ++i
)
880 if (!(map
& 1)) continue;
882 if (i
< MAX_FRAGMENT_SAMPLERS
) IWineD3DDevice_SetTexture(pDevice
, i
, This
->textures
[i
]);
883 else IWineD3DDevice_SetTexture(pDevice
, WINED3DVERTEXTEXTURESAMPLER0
+ i
- MAX_FRAGMENT_SAMPLERS
,
887 map
= This
->changed
.clipplane
;
888 for (i
= 0; map
; map
>>= 1, ++i
)
892 if (!(map
& 1)) continue;
894 clip
[0] = This
->clipplane
[i
][0];
895 clip
[1] = This
->clipplane
[i
][1];
896 clip
[2] = This
->clipplane
[i
][2];
897 clip
[3] = This
->clipplane
[i
][3];
898 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
900 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
901 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
902 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
903 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
904 This
->vertexShaderConstantF
+ i
* 4, 1);
906 for (i
= 0; i
< MAX_CONST_I
; i
++) {
907 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
908 This
->vertexShaderConstantI
+ i
* 4, 1);
910 for (i
= 0; i
< MAX_CONST_B
; i
++) {
911 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
912 This
->vertexShaderConstantB
+ i
, 1);
915 apply_lights(pDevice
, This
);
917 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
918 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
920 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
921 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
922 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedVertexStates_T
[i
],
923 This
->textureState
[j
][SavedVertexStates_T
[i
]]);
927 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
928 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
929 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedVertexStates_S
[i
],
930 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
933 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
934 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
935 IWineD3DDevice_SetSamplerState(pDevice
,
936 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
937 SavedVertexStates_S
[i
],
938 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
941 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
942 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
943 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
944 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
945 This
->pixelShaderConstantF
+ i
* 4, 1);
947 for (i
= 0; i
< MAX_CONST_I
; i
++) {
948 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
949 This
->pixelShaderConstantI
+ i
* 4, 1);
951 for (i
= 0; i
< MAX_CONST_B
; i
++) {
952 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
953 This
->pixelShaderConstantB
+ i
, 1);
956 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
957 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
959 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
960 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
961 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedPixelStates_T
[i
],
962 This
->textureState
[j
][SavedPixelStates_T
[i
]]);
966 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
967 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
968 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedPixelStates_S
[i
],
969 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
972 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
973 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
974 IWineD3DDevice_SetSamplerState(pDevice
,
975 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
976 SavedPixelStates_S
[i
],
977 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
980 } else if(This
->blockType
== WINED3DSBT_ALL
) {
981 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
982 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
983 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
984 This
->vertexShaderConstantF
+ i
* 4, 1);
986 for (i
= 0; i
< MAX_CONST_I
; i
++) {
987 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
988 This
->vertexShaderConstantI
+ i
* 4, 1);
990 for (i
= 0; i
< MAX_CONST_B
; i
++) {
991 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
992 This
->vertexShaderConstantB
+ i
, 1);
995 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
996 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
997 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
998 This
->pixelShaderConstantF
+ i
* 4, 1);
1000 for (i
= 0; i
< MAX_CONST_I
; i
++) {
1001 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
1002 This
->pixelShaderConstantI
+ i
* 4, 1);
1004 for (i
= 0; i
< MAX_CONST_B
; i
++) {
1005 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
1006 This
->pixelShaderConstantB
+ i
, 1);
1009 apply_lights(pDevice
, This
);
1011 for(i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
1012 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
1014 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
1015 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
1017 IWineD3DDevice_SetTextureStageState(pDevice
, j
, i
, This
->textureState
[j
][i
]);
1021 /* Skip unused values between TEXTURE8 and WORLD0 ? */
1022 for(i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
1023 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
1025 This
->wineD3DDevice
->updateStateBlock
->gl_primitive_type
= This
->gl_primitive_type
;
1026 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
1027 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
1028 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
1029 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
1030 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
1031 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
1033 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
1034 for (i
=0; i
<MAX_STREAMS
; i
++) {
1035 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
1036 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
1038 for (j
= 0 ; j
< MAX_COMBINED_SAMPLERS
; j
++){
1039 UINT sampler
= j
< MAX_FRAGMENT_SAMPLERS
? j
: WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
;
1041 IWineD3DDevice_SetTexture(pDevice
, sampler
, This
->textures
[j
]);
1042 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; ++i
)
1044 IWineD3DDevice_SetSamplerState(pDevice
, sampler
, i
, This
->samplerState
[j
][i
]);
1047 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
1050 clip
[0] = This
->clipplane
[i
][0];
1051 clip
[1] = This
->clipplane
[i
][1];
1052 clip
[2] = This
->clipplane
[i
][2];
1053 clip
[3] = This
->clipplane
[i
][3];
1054 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
1058 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= MAX_TEXTURES
- 1;
1059 for(j
= 0; j
< MAX_TEXTURES
- 1; j
++) {
1060 if(((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
) {
1061 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= j
;
1065 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
1070 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
1071 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
1072 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
1073 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
1075 WINED3DLINEPATTERN lp
;
1083 IWineD3DSwapChain
*swapchain
;
1084 IWineD3DSurface
*backbuffer
;
1085 WINED3DSURFACE_DESC desc
= {0};
1090 /* Note this may have a large overhead but it should only be executed
1091 once, in order to initialize the complete state of the device and
1092 all opengl equivalents */
1093 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, This
->wineD3DDevice
);
1094 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1095 This
->blockType
= WINED3DSBT_INIT
;
1097 /* Set some of the defaults for lights, transforms etc */
1098 memcpy(&This
->transforms
[WINED3DTS_PROJECTION
], identity
, sizeof(identity
));
1099 memcpy(&This
->transforms
[WINED3DTS_VIEW
], identity
, sizeof(identity
));
1100 for (i
= 0; i
< 256; ++i
) {
1101 memcpy(&This
->transforms
[WINED3DTS_WORLDMATRIX(i
)], identity
, sizeof(identity
));
1104 TRACE("Render states\n");
1105 /* Render states: */
1106 if (ThisDevice
->auto_depth_stencil_buffer
!= NULL
) {
1107 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_TRUE
);
1109 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_FALSE
);
1111 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, WINED3DFILL_SOLID
);
1112 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, WINED3DSHADE_GOURAUD
);
1113 lp
.lp
.wRepeatFactor
= 0;
1114 lp
.lp
.wLinePattern
= 0;
1115 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
1116 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
1117 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
1118 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
1119 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, WINED3DBLEND_ONE
);
1120 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, WINED3DBLEND_ZERO
);
1121 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, WINED3DCULL_CCW
);
1122 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, WINED3DCMP_LESSEQUAL
);
1123 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, WINED3DCMP_ALWAYS
);
1124 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0);
1125 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
1126 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
1127 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
1128 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
1129 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
1130 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
1131 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, WINED3DFOG_NONE
);
1133 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
1135 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
1137 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
1138 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
1139 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
1140 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
1141 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
1142 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1143 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1144 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1145 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILREF
, 0);
1146 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILMASK
, 0xFFFFFFFF);
1147 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1148 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
1149 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
1150 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
1151 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
1152 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
1153 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
1154 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
1155 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
1156 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
1157 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
1158 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
1159 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
1160 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
1161 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, WINED3DFOG_NONE
);
1162 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
1163 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
1164 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
1165 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, WINED3DMCS_COLOR1
);
1166 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, WINED3DMCS_COLOR2
);
1167 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1168 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1169 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, WINED3DVBF_DISABLE
);
1170 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
1171 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
1173 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
1174 tmpfloat
.f
= ((IWineD3DImpl
*)This
->wineD3DDevice
->wineD3D
)->dxVersion
< 9 ? 0.0f
: 1.0f
;
1175 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
1176 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
1177 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
1179 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
1181 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
1183 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, tmpfloat
.d
);
1184 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
1185 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
1186 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, WINED3DPATCHEDGE_DISCRETE
);
1188 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
1189 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
1190 tmpfloat
.f
= GL_LIMITS(pointsize
);
1191 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
1192 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
1193 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
1195 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
1196 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, WINED3DBLENDOP_ADD
);
1197 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
1198 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
1199 /* states new in d3d9 */
1200 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
1201 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
1203 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
1204 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
1205 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
1207 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
1208 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
1210 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
1212 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
1213 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
1214 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
1215 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1216 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1217 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1218 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1219 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
1220 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
1221 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
1222 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
1223 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
1224 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
1225 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
1226 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
1227 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
1228 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
1229 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
1230 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
1231 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
1232 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
1233 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
1234 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, WINED3DBLEND_ONE
);
1235 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, WINED3DBLEND_ZERO
);
1236 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, WINED3DBLENDOP_ADD
);
1238 /* clipping status */
1239 This
->clip_status
.ClipUnion
= 0;
1240 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
1242 /* Texture Stage States - Put directly into state block, we will call function below */
1243 for (i
= 0; i
< MAX_TEXTURES
; i
++) {
1244 TRACE("Setting up default texture states for texture Stage %d\n", i
);
1245 memcpy(&This
->transforms
[WINED3DTS_TEXTURE0
+ i
], identity
, sizeof(identity
));
1246 This
->textureState
[i
][WINED3DTSS_COLOROP
] = (i
==0)? WINED3DTOP_MODULATE
: WINED3DTOP_DISABLE
;
1247 This
->textureState
[i
][WINED3DTSS_COLORARG1
] = WINED3DTA_TEXTURE
;
1248 This
->textureState
[i
][WINED3DTSS_COLORARG2
] = WINED3DTA_CURRENT
;
1249 This
->textureState
[i
][WINED3DTSS_ALPHAOP
] = (i
==0)? WINED3DTOP_SELECTARG1
: WINED3DTOP_DISABLE
;
1250 This
->textureState
[i
][WINED3DTSS_ALPHAARG1
] = WINED3DTA_TEXTURE
;
1251 This
->textureState
[i
][WINED3DTSS_ALPHAARG2
] = WINED3DTA_CURRENT
;
1252 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
] = 0;
1253 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT01
] = 0;
1254 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT10
] = 0;
1255 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT11
] = 0;
1256 This
->textureState
[i
][WINED3DTSS_TEXCOORDINDEX
] = i
;
1257 This
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
] = 0;
1258 This
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
] = 0;
1259 This
->textureState
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] = WINED3DTTFF_DISABLE
;
1260 This
->textureState
[i
][WINED3DTSS_COLORARG0
] = WINED3DTA_CURRENT
;
1261 This
->textureState
[i
][WINED3DTSS_ALPHAARG0
] = WINED3DTA_CURRENT
;
1262 This
->textureState
[i
][WINED3DTSS_RESULTARG
] = WINED3DTA_CURRENT
;
1264 This
->lowest_disabled_stage
= 1;
1267 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; i
++) {
1268 TRACE("Setting up default samplers states for sampler %d\n", i
);
1269 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
1270 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
1271 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1272 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
1273 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1274 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1275 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1276 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1277 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1278 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1279 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0;
1280 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
1281 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 0; /* TODO: Vertex offset in the presampled displacement map */
1284 for(i
= 0; i
< GL_LIMITS(textures
); i
++) {
1285 /* Note: This avoids calling SetTexture, so pretend it has been called */
1286 This
->changed
.textures
|= 1 << i
;
1287 This
->textures
[i
] = NULL
;
1290 /* Set the default scissor rect values */
1291 desc
.Width
= &width
;
1292 desc
.Height
= &height
;
1294 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1295 hr
= IWineD3DDevice_GetSwapChain(device
, 0, &swapchain
);
1296 if( hr
== WINED3D_OK
&& swapchain
!= NULL
) {
1299 hr
= IWineD3DSwapChain_GetBackBuffer(swapchain
, 0, WINED3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
1300 if( hr
== WINED3D_OK
&& backbuffer
!= NULL
) {
1301 IWineD3DSurface_GetDesc(backbuffer
, &desc
);
1302 IWineD3DSurface_Release(backbuffer
);
1304 scissorrect
.left
= 0;
1305 scissorrect
.right
= width
;
1306 scissorrect
.top
= 0;
1307 scissorrect
.bottom
= height
;
1308 hr
= IWineD3DDevice_SetScissorRect(device
, &scissorrect
);
1309 if( hr
!= WINED3D_OK
) {
1310 ERR("This should never happen, expect rendering issues!\n");
1314 /* Set the default viewport */
1317 vp
.Width
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferWidth
;
1318 vp
.Height
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferHeight
;
1321 IWineD3DDevice_SetViewport(device
, &vp
);
1323 IWineD3DSwapChain_Release(swapchain
);
1326 TRACE("-----------------------> Device defaults now set up...\n");
1330 /**********************************************************
1331 * IWineD3DStateBlock VTbl follows
1332 **********************************************************/
1334 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1337 IWineD3DStateBlockImpl_QueryInterface
,
1338 IWineD3DStateBlockImpl_AddRef
,
1339 IWineD3DStateBlockImpl_Release
,
1340 /* IWineD3DStateBlock */
1341 IWineD3DStateBlockImpl_GetParent
,
1342 IWineD3DStateBlockImpl_GetDevice
,
1343 IWineD3DStateBlockImpl_Capture
,
1344 IWineD3DStateBlockImpl_Apply
,
1345 IWineD3DStateBlockImpl_InitStartupStateBlock