Removed task.h.
[wine/hacks.git] / dlls / d3d8 / stateblock.c
blobad5639e25fd651bf3cdf216a85237d763c799c58
1 /*
2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "config.h"
23 #include <math.h>
24 #include <stdarg.h>
26 #include "windef.h"
27 #include "winbase.h"
28 #include "winuser.h"
29 #include "wingdi.h"
30 #include "wine/debug.h"
32 #include "d3d8_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Used for CreateStateBlock */
37 #define NUM_SAVEDPIXELSTATES_R 38
38 #define NUM_SAVEDPIXELSTATES_T 27
39 #define NUM_SAVEDVERTEXSTATES_R 33
40 #define NUM_SAVEDVERTEXSTATES_T 2
43 * Globals
45 extern DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
46 extern DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
47 extern DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
48 extern DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
49 static const float idmatrix[16] = {
50 1.0, 0.0, 0.0, 0.0,
51 0.0, 1.0, 0.0, 0.0,
52 0.0, 0.0, 1.0, 0.0,
53 0.0, 0.0, 0.0, 1.0
56 HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* This) {
57 D3DLINEPATTERN lp;
58 int i;
59 int j;
60 float tmpfloat = 0.0f;
61 LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
63 /* Note this may have a large overhead but it should only be executed
64 once, in order to initialize the complete state of the device and
65 all opengl equivalents */
66 TRACE("-----------------------> Setting up device defaults...\n");
67 This->StateBlock->blockType = D3DSBT_ALL;
69 /* FIXME: Set some of the defaults for lights, transforms etc */
70 memcpy(&This->StateBlock->transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix));
71 memcpy(&This->StateBlock->transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix));
72 for (i = 0; i < 256; ++i) {
73 memcpy(&This->StateBlock->transforms[D3DTS_WORLDMATRIX(i)], &idmatrix, sizeof(idmatrix));
76 /* Render states: */
77 if (This->PresentParms.EnableAutoDepthStencil) {
78 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE);
79 } else {
80 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE);
82 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FILLMODE, D3DFILL_SOLID);
83 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
84 lp.wRepeatFactor = 0; lp.wLinePattern = 0; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, *(DWORD *)&lp);
85 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZWRITEENABLE, TRUE);
86 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHATESTENABLE, FALSE);
87 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LASTPIXEL, TRUE);
88 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SRCBLEND, D3DBLEND_ONE);
89 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DESTBLEND, D3DBLEND_ZERO);
90 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CULLMODE, D3DCULL_CCW);
91 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
92 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
93 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAREF, 0xff); /*??*/
94 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DITHERENABLE, FALSE);
95 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHABLENDENABLE, FALSE);
96 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGENABLE, FALSE);
97 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARENABLE, FALSE);
98 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZVISIBLE, 0);
99 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGCOLOR, 0);
100 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
101 tmpfloat = 0.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, *((DWORD *)&tmpfloat));
102 tmpfloat = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, *((DWORD *)&tmpfloat));
103 tmpfloat = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, *((DWORD *)&tmpfloat));
104 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EDGEANTIALIAS, FALSE);
105 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZBIAS, 0);
106 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_RANGEFOGENABLE, FALSE);
107 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILENABLE, FALSE);
108 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
109 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
110 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
112 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
113 * so only a single call performed (and ensure defaults initialized before making that call)
115 * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
116 * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
118 This->StateBlock->renderstate[D3DRS_STENCILREF] = 0;
119 This->StateBlock->renderstate[D3DRS_STENCILMASK] = 0xFFFFFFFF;
120 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
121 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
122 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
123 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
124 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP1, 0);
125 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP2, 0);
126 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP3, 0);
127 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP4, 0);
128 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP5, 0);
129 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP6, 0);
130 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP7, 0);
131 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPING, TRUE);
132 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LIGHTING, TRUE);
133 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENT, 0);
134 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
135 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORVERTEX, TRUE);
136 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LOCALVIEWER, TRUE);
137 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALIZENORMALS, FALSE);
138 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
139 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
140 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
141 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
142 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
143 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPLANEENABLE, 0);
144 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
145 tmpfloat = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, *((DWORD *)&tmpfloat));
146 tmpfloat = 0.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, *((DWORD *)&tmpfloat));
147 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSPRITEENABLE, FALSE);
148 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALEENABLE, FALSE);
149 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_A, TRUE);
150 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_B, TRUE);
151 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_C, TRUE);
152 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
153 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
154 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
155 tmpfloat = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, *((DWORD *)&tmpfloat));
156 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
157 tmpfloat = 64.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, (DWORD) *((DWORD *)&tmpfloat));
158 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
159 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F);
160 tmpfloat = 0.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, (DWORD) *((DWORD *)&tmpfloat));
161 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD);
162 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
163 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR);
165 /* Texture Stage States - Put directly into state block, we will call function below */
166 for (i = 0; i < GL_LIMITS(textures); i++) {
167 memcpy(&This->StateBlock->transforms[D3DTS_TEXTURE0 + i], &idmatrix, sizeof(idmatrix));
168 This->StateBlock->texture_state[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
169 This->StateBlock->texture_state[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
170 This->StateBlock->texture_state[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
171 This->StateBlock->texture_state[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
172 This->StateBlock->texture_state[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
173 This->StateBlock->texture_state[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
174 This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
175 This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
176 This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
177 This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
178 This->StateBlock->texture_state[i][D3DTSS_TEXCOORDINDEX ] = i;
179 This->StateBlock->texture_state[i][D3DTSS_ADDRESSU ] = D3DTADDRESS_WRAP;
180 This->StateBlock->texture_state[i][D3DTSS_ADDRESSV ] = D3DTADDRESS_WRAP;
181 This->StateBlock->texture_state[i][D3DTSS_BORDERCOLOR ] = 0x00;
182 This->StateBlock->texture_state[i][D3DTSS_MAGFILTER ] = D3DTEXF_POINT;
183 This->StateBlock->texture_state[i][D3DTSS_MINFILTER ] = D3DTEXF_POINT;
184 This->StateBlock->texture_state[i][D3DTSS_MIPFILTER ] = D3DTEXF_NONE;
185 This->StateBlock->texture_state[i][D3DTSS_MIPMAPLODBIAS ] = 0;
186 This->StateBlock->texture_state[i][D3DTSS_MAXMIPLEVEL ] = 0;
187 This->StateBlock->texture_state[i][D3DTSS_MAXANISOTROPY ] = 1;
188 This->StateBlock->texture_state[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
189 This->StateBlock->texture_state[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
190 This->StateBlock->texture_state[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
191 This->StateBlock->texture_state[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
192 This->StateBlock->texture_state[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
193 This->StateBlock->texture_state[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
194 This->StateBlock->texture_state[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
197 /* Under DirectX you can have texture stage operations even if no texture is
198 bound, whereas opengl will only do texture operations when a valid texture is
199 bound. We emulate this by creating dummy textures and binding them to each
200 texture stage, but disable all stages by default. Hence if a stage is enabled
201 then the default texture will kick in until replaced by a SetTexture call */
203 ENTER_GL();
205 for (i = 0; i < GL_LIMITS(textures); i++) {
206 GLubyte white = 255;
208 /* Note this avoids calling settexture, so pretend it has been called */
209 This->StateBlock->Set.textures[i] = TRUE;
210 This->StateBlock->Changed.textures[i] = TRUE;
211 This->StateBlock->textures[i] = NULL;
213 /* Make appropriate texture active */
214 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
215 #if defined(GL_VERSION_1_3)
216 glActiveTexture(GL_TEXTURE0 + i);
217 #else
218 glActiveTextureARB(GL_TEXTURE0_ARB + i);
219 #endif
220 checkGLcall("glActiveTextureARB");
221 } else if (i > 0) {
222 FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
225 /* Generate an opengl texture name */
226 glGenTextures(1, &This->dummyTextureName[i]);
227 checkGLcall("glGenTextures");
228 TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
230 /* Generate a dummy 1d texture */
231 This->StateBlock->textureDimensions[i] = GL_TEXTURE_1D;
232 glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
233 checkGLcall("glBindTexture");
235 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
236 checkGLcall("glTexImage1D");
238 /* Reapply all the texture state information to this texture */
239 setupTextureStates(iface, i, REAPPLY_ALL);
242 LEAVE_GL();
244 /* defaulting palettes */
245 for (i = 0; i < MAX_PALETTES; ++i) {
246 for (j = 0; j < 256; ++j) {
247 This->palettes[i][j].peRed = 0xFF;
248 This->palettes[i][j].peGreen = 0xFF;
249 This->palettes[i][j].peBlue = 0xFF;
250 This->palettes[i][j].peFlags = 0xFF;
253 This->currentPalette = 0;
255 TRACE("-----------------------> Device defaults now set up...\n");
257 return D3D_OK;
262 HRESULT WINAPI IDirect3DDeviceImpl_CreateStateBlock(IDirect3DDevice8Impl* This, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlockImpl** ppStateBlock) {
263 IDirect3DStateBlockImpl* object;
264 UINT i, j;
266 TRACE("(%p) : Type(%d)\n", This, Type);
268 /* Allocate Storage */
269 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
270 if (object) {
271 if (NULL == This->StateBlock) { /** if it the main stateblock only do init and returns */
272 /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
273 object->device = This;
274 object->ref = 1;
275 object->blockType = Type;
276 This->StateBlock = object;
277 /* don't forget to init it calling InitStartupStateBlock */
278 return D3D_OK;
280 memcpy(object, This->StateBlock, sizeof(IDirect3DStateBlockImpl));
281 } else {
282 *ppStateBlock = (IDirect3DStateBlockImpl*) 0xFFFFFFFF;
283 return E_OUTOFMEMORY;
285 /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
286 object->device = This;
287 object->ref = 1;
288 object->blockType = Type;
290 TRACE("Updating changed flags appropriate for type %d\n", Type);
292 if (Type == D3DSBT_ALL) {
293 TRACE("ALL => Pretend everything has changed\n");
294 memset(&object->Changed, TRUE, sizeof(This->StateBlock->Changed));
296 } else if (Type == D3DSBT_PIXELSTATE) {
298 memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
300 /* TODO: Pixel Shader Constants */
301 object->Changed.pixelShader = TRUE;
302 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
303 object->Changed.renderstate[SavedPixelStates_R[i]] = TRUE;
305 for (j = 0; j < GL_LIMITS(textures); i++) {
306 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
307 object->Changed.texture_state[j][SavedPixelStates_T[i]] = TRUE;
311 } else if (Type == D3DSBT_VERTEXSTATE) {
313 memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
315 /* TODO: Vertex Shader Constants */
316 object->Changed.vertexShader = TRUE;
317 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
318 object->Changed.renderstate[SavedVertexStates_R[i]] = TRUE;
320 for (j = 0; j < GL_LIMITS(textures); i++) {
321 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
322 object->Changed.texture_state[j][SavedVertexStates_T[i]] = TRUE;
326 /* Duplicate light chain */
328 PLIGHTINFOEL *src = NULL;
329 PLIGHTINFOEL *dst = NULL;
330 PLIGHTINFOEL *newEl = NULL;
332 src = This->StateBlock->lights;
333 object->lights = NULL;
335 while (src) {
336 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
337 if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY;
338 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
339 newEl->prev = dst;
340 newEl->changed = TRUE;
341 newEl->enabledChanged = TRUE;
342 if (dst == NULL) {
343 object->lights = newEl;
344 } else {
345 dst->next = newEl;
347 dst = newEl;
348 src = src->next;
352 } else {
353 FIXME("Unrecognized state block type %d\n", Type);
355 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
357 *ppStateBlock = object;
358 return D3D_OK;
361 /** yakkk temporary waiting for Release */
362 HRESULT WINAPI IDirect3DDeviceImpl_DeleteStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
363 PLIGHTINFOEL *tmp;
365 TRACE("(%p) : freeing StateBlock %p\n", This, pSB);
366 tmp = pSB->lights;
367 if (tmp) tmp = tmp->next;
368 while (tmp != NULL) {
369 HeapFree(GetProcessHeap(), 0, (void *)(tmp->prev));
370 tmp = tmp->next;
372 if (tmp) HeapFree(GetProcessHeap(), 0, (void *)tmp);
373 HeapFree(GetProcessHeap(), 0, (void *)pSB);
374 return D3D_OK;
377 HRESULT WINAPI IDirect3DDeviceImpl_BeginStateBlock(IDirect3DDevice8Impl* This) {
378 IDirect3DStateBlockImpl* object;
380 TRACE("(%p)\n", This);
382 if (This->isRecordingState) {
383 TRACE("(%p) already recording! returning error\n", This);
384 return D3DERR_INVALIDCALL;
387 /* Allocate Storage */
388 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
389 if (object) {
390 } else {
391 return E_OUTOFMEMORY;
393 /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
394 object->device = This;
395 object->ref = 1;
397 This->isRecordingState = TRUE;
398 This->UpdateStateBlock = object;
400 return D3D_OK;
403 HRESULT WINAPI IDirect3DDeviceImpl_EndStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl** ppStateBlock) {
404 TRACE("(%p)\n", This);
406 if (!This->isRecordingState) {
407 TRACE("(%p) not recording! returning error\n", This);
408 *ppStateBlock = NULL;
409 return D3DERR_INVALIDCALL;
412 This->UpdateStateBlock->blockType = D3DSBT_RECORDED;
413 *ppStateBlock = This->UpdateStateBlock; /* FIXME: AddRef() */
414 This->isRecordingState = FALSE;
415 This->UpdateStateBlock = This->StateBlock;
417 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
418 return D3D_OK;
421 HRESULT WINAPI IDirect3DDeviceImpl_ApplyStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
422 UINT i;
423 UINT j;
424 LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
426 TRACE("(%p) : Applying state block %p ------------------v\n", This, pSB);
428 /* FIXME: Only apply applicable states not all states */
430 if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) {
432 PLIGHTINFOEL *toDo = pSB->lights;
433 while (toDo != NULL) {
434 if (toDo->changed)
435 IDirect3DDevice8Impl_SetLight(iface, toDo->OriginalIndex, &toDo->OriginalParms);
436 if (toDo->enabledChanged)
437 IDirect3DDevice8Impl_LightEnable(iface, toDo->OriginalIndex, toDo->lightEnabled);
438 toDo = toDo->next;
441 if (pSB->Set.vertexShader && pSB->Changed.vertexShader)
442 IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader);
444 /* TODO: Vertex Shader Constants */
447 if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) {
449 if (pSB->Set.pixelShader && pSB->Changed.pixelShader)
450 IDirect3DDevice8Impl_SetPixelShader(iface, pSB->PixelShader);
452 /* TODO: Pixel Shader Constants */
455 /* Others + Render & Texture */
456 if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL) {
457 for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
458 if (pSB->Set.transform[i] && pSB->Changed.transform[i])
459 IDirect3DDevice8Impl_SetTransform(iface, i, &pSB->transforms[i]);
462 if (pSB->Set.Indices && pSB->Changed.Indices)
463 IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex);
465 if (pSB->Set.material && pSB->Changed.material)
466 IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material);
468 if (pSB->Set.viewport && pSB->Changed.viewport)
469 IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport);
471 for (i=0; i<MAX_STREAMS; i++) {
472 if (pSB->Set.stream_source[i] && pSB->Changed.stream_source[i])
473 IDirect3DDevice8Impl_SetStreamSource(iface, i, pSB->stream_source[i], pSB->stream_stride[i]);
476 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
477 if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) {
478 float clip[4];
480 clip[0] = pSB->clipplane[i][0];
481 clip[1] = pSB->clipplane[i][1];
482 clip[2] = pSB->clipplane[i][2];
483 clip[3] = pSB->clipplane[i][3];
484 IDirect3DDevice8Impl_SetClipPlane(iface, i, clip);
488 /* Render */
489 for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
490 if (pSB->Set.renderstate[i] && pSB->Changed.renderstate[i])
491 IDirect3DDevice8Impl_SetRenderState(iface, i, pSB->renderstate[i]);
494 /* Texture */
495 for (j = 0; j < GL_LIMITS(textures); j++) {
496 for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
497 if (pSB->Set.texture_state[j][i] && pSB->Changed.texture_state[j][i]) {
498 IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]);
501 if (pSB->Set.textures[j] && pSB->Changed.textures[j]) {
502 IDirect3DDevice8Impl_SetTexture(iface, j, pSB->textures[j]);
507 } else if (pSB->blockType == D3DSBT_PIXELSTATE) {
509 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
510 if (pSB->Set.renderstate[SavedPixelStates_R[i]] && pSB->Changed.renderstate[SavedPixelStates_R[i]])
511 IDirect3DDevice8Impl_SetRenderState(iface, SavedPixelStates_R[i], pSB->renderstate[SavedPixelStates_R[i]]);
515 for (j = 0; j < GL_LIMITS(textures); i++) {
516 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
517 if (pSB->Set.texture_state[j][SavedPixelStates_T[i]] &&
518 pSB->Changed.texture_state[j][SavedPixelStates_T[i]])
519 IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedPixelStates_T[i], pSB->texture_state[j][SavedPixelStates_T[i]]);
523 } else if (pSB->blockType == D3DSBT_VERTEXSTATE) {
525 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
526 if (pSB->Set.renderstate[SavedVertexStates_R[i]] && pSB->Changed.renderstate[SavedVertexStates_R[i]])
527 IDirect3DDevice8Impl_SetRenderState(iface, SavedVertexStates_R[i], pSB->renderstate[SavedVertexStates_R[i]]);
530 for (j = 0; j < GL_LIMITS(textures); i++) {
531 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
532 if (pSB->Set.texture_state[j][SavedVertexStates_T[i]] &&
533 pSB->Changed.texture_state[j][SavedVertexStates_T[i]])
534 IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedVertexStates_T[i], pSB->texture_state[j][SavedVertexStates_T[i]]);
539 } else {
540 FIXME("Unrecognized state block type %d\n", pSB->blockType);
542 memcpy(&This->StateBlock->Changed, &pSB->Changed, sizeof(This->StateBlock->Changed));
543 TRACE("(%p) : Applied state block %p ------------------^\n", This, pSB);
545 return D3D_OK;
548 HRESULT WINAPI IDirect3DDeviceImpl_CaptureStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* updateBlock) {
549 LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
550 PLIGHTINFOEL *tmp;
552 TRACE("(%p) : Updating state block %p ------------------v \n", This, updateBlock);
554 /* If not recorded, then update can just recapture */
555 if (updateBlock->blockType != D3DSBT_RECORDED) {
556 IDirect3DStateBlockImpl* tmpBlock;
557 IDirect3DDeviceImpl_CreateStateBlock(This, updateBlock->blockType, &tmpBlock);
559 /* Note just swap the light chains over so when deleting, the old one goes */
560 tmp = updateBlock->lights;
561 memcpy(updateBlock, tmpBlock, sizeof(IDirect3DStateBlockImpl));
562 tmpBlock->lights = tmp;
564 /* Delete the temporary one (which points to the old light chain though */
565 IDirect3DDeviceImpl_DeleteStateBlock(This, tmpBlock);
567 } else {
568 int i, j;
569 PLIGHTINFOEL *src;
571 /* Recorded => Only update 'changed' values */
572 if (updateBlock->Set.vertexShader && updateBlock->VertexShader != This->StateBlock->VertexShader) {
573 updateBlock->VertexShader = This->StateBlock->VertexShader;
574 TRACE("Updating vertex shader to %ld\n", This->StateBlock->VertexShader);
577 /* TODO: Vertex Shader Constants */
579 /* Lights... For a recorded state block, we just had a chain of actions to perform,
580 so we need to walk that chain and update any actions which differ */
581 src = updateBlock->lights;
582 while (src != NULL) {
583 PLIGHTINFOEL *realLight = NULL;
585 /* Locate the light in the live lights */
586 realLight = This->StateBlock->lights;
587 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
589 if (realLight == NULL) {
590 FIXME("A captured light no longer exists...?\n");
591 } else {
593 /* If 'changed' then its a SetLight command. Rather than comparing to see
594 if the OriginalParms have changed and then copy them (twice through
595 memory) just do the copy */
596 if (src->changed) {
597 TRACE("Updating lights for light %ld\n", src->OriginalIndex);
598 memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
601 /* If 'enabledChanged' then its a LightEnable command */
602 if (src->enabledChanged) {
603 TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
604 src->lightEnabled = realLight->lightEnabled;
609 src = src->next;
613 if (updateBlock->Set.pixelShader && updateBlock->PixelShader != This->StateBlock->PixelShader) {
614 TRACE("Updating pixel shader to %ld\n", This->StateBlock->PixelShader);
615 IDirect3DDevice8Impl_SetVertexShader(iface, updateBlock->PixelShader);
618 /* TODO: Pixel Shader Constants */
620 /* Others + Render & Texture */
621 for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
622 if (updateBlock->Set.transform[i] && memcmp(&This->StateBlock->transforms[i],
623 &updateBlock->transforms[i],
624 sizeof(D3DMATRIX)) != 0) {
625 TRACE("Updating transform %d\n", i);
626 memcpy(&updateBlock->transforms[i], &This->StateBlock->transforms[i], sizeof(D3DMATRIX));
630 if (updateBlock->Set.Indices && ((updateBlock->pIndexData != This->StateBlock->pIndexData)
631 || (updateBlock->baseVertexIndex != This->StateBlock->baseVertexIndex))) {
632 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
633 This->StateBlock->pIndexData, This->StateBlock->baseVertexIndex);
634 updateBlock->pIndexData = This->StateBlock->pIndexData;
635 updateBlock->baseVertexIndex = This->StateBlock->baseVertexIndex;
638 if (updateBlock->Set.material && memcmp(&This->StateBlock->material,
639 &updateBlock->material,
640 sizeof(D3DMATERIAL8)) != 0) {
641 TRACE("Updating material\n");
642 memcpy(&updateBlock->material, &This->StateBlock->material, sizeof(D3DMATERIAL8));
645 if (updateBlock->Set.viewport && memcmp(&This->StateBlock->viewport,
646 &updateBlock->viewport,
647 sizeof(D3DVIEWPORT8)) != 0) {
648 TRACE("Updating viewport\n");
649 memcpy(&updateBlock->viewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8));
652 for (i = 0; i < MAX_STREAMS; i++) {
653 if (updateBlock->Set.stream_source[i] &&
654 ((updateBlock->stream_stride[i] != This->StateBlock->stream_stride[i]) ||
655 (updateBlock->stream_source[i] != This->StateBlock->stream_source[i]))) {
656 TRACE("Updating stream source %d to %p, stride to %d\n", i, This->StateBlock->stream_source[i],
657 This->StateBlock->stream_stride[i]);
658 updateBlock->stream_stride[i] = This->StateBlock->stream_stride[i];
659 updateBlock->stream_source[i] = This->StateBlock->stream_source[i];
663 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
664 if (updateBlock->Set.clipplane[i] && memcmp(&This->StateBlock->clipplane[i],
665 &updateBlock->clipplane[i],
666 sizeof(updateBlock->clipplane)) != 0) {
668 TRACE("Updating clipplane %d\n", i);
669 memcpy(&updateBlock->clipplane[i], &This->StateBlock->clipplane[i],
670 sizeof(updateBlock->clipplane));
674 /* Render */
675 for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
677 if (updateBlock->Set.renderstate[i] && (updateBlock->renderstate[i] !=
678 This->StateBlock->renderstate[i])) {
679 TRACE("Updating renderstate %d to %ld\n", i, This->StateBlock->renderstate[i]);
680 updateBlock->renderstate[i] = This->StateBlock->renderstate[i];
684 /* Texture */
685 for (j = 0; j < GL_LIMITS(textures); j++) {
686 for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
688 if (updateBlock->Set.texture_state[j][i] && (updateBlock->texture_state[j][i] !=
689 This->StateBlock->texture_state[j][i])) {
690 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, This->StateBlock->texture_state[j][i],
691 updateBlock->texture_state[j][i]);
692 updateBlock->texture_state[j][i] = This->StateBlock->texture_state[j][i];
695 if (updateBlock->Set.textures[j] && (updateBlock->textures[j] != This->StateBlock->textures[j])) {
696 TRACE("Updating texture %d to %p (was %p)\n", j, This->StateBlock->textures[j], updateBlock->textures[j]);
697 updateBlock->textures[j] = This->StateBlock->textures[j];
704 TRACE("(%p) : Updated state block %p ------------------^\n", This, updateBlock);
706 return D3D_OK;
709 DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
710 D3DRS_ALPHABLENDENABLE ,
711 D3DRS_ALPHAFUNC ,
712 D3DRS_ALPHAREF ,
713 D3DRS_ALPHATESTENABLE ,
714 D3DRS_BLENDOP ,
715 D3DRS_COLORWRITEENABLE ,
716 D3DRS_DESTBLEND ,
717 D3DRS_DITHERENABLE ,
718 D3DRS_EDGEANTIALIAS ,
719 D3DRS_FILLMODE ,
720 D3DRS_FOGDENSITY ,
721 D3DRS_FOGEND ,
722 D3DRS_FOGSTART ,
723 D3DRS_LASTPIXEL ,
724 D3DRS_LINEPATTERN ,
725 D3DRS_SHADEMODE ,
726 D3DRS_SRCBLEND ,
727 D3DRS_STENCILENABLE ,
728 D3DRS_STENCILFAIL ,
729 D3DRS_STENCILFUNC ,
730 D3DRS_STENCILMASK ,
731 D3DRS_STENCILPASS ,
732 D3DRS_STENCILREF ,
733 D3DRS_STENCILWRITEMASK ,
734 D3DRS_STENCILZFAIL ,
735 D3DRS_TEXTUREFACTOR ,
736 D3DRS_WRAP0 ,
737 D3DRS_WRAP1 ,
738 D3DRS_WRAP2 ,
739 D3DRS_WRAP3 ,
740 D3DRS_WRAP4 ,
741 D3DRS_WRAP5 ,
742 D3DRS_WRAP6 ,
743 D3DRS_WRAP7 ,
744 D3DRS_ZBIAS ,
745 D3DRS_ZENABLE ,
746 D3DRS_ZFUNC ,
747 D3DRS_ZWRITEENABLE
750 DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
751 D3DTSS_ADDRESSU ,
752 D3DTSS_ADDRESSV ,
753 D3DTSS_ADDRESSW ,
754 D3DTSS_ALPHAARG0 ,
755 D3DTSS_ALPHAARG1 ,
756 D3DTSS_ALPHAARG2 ,
757 D3DTSS_ALPHAOP ,
758 D3DTSS_BORDERCOLOR ,
759 D3DTSS_BUMPENVLOFFSET ,
760 D3DTSS_BUMPENVLSCALE ,
761 D3DTSS_BUMPENVMAT00 ,
762 D3DTSS_BUMPENVMAT01 ,
763 D3DTSS_BUMPENVMAT10 ,
764 D3DTSS_BUMPENVMAT11 ,
765 D3DTSS_COLORARG0 ,
766 D3DTSS_COLORARG1 ,
767 D3DTSS_COLORARG2 ,
768 D3DTSS_COLOROP ,
769 D3DTSS_MAGFILTER ,
770 D3DTSS_MAXANISOTROPY ,
771 D3DTSS_MAXMIPLEVEL ,
772 D3DTSS_MINFILTER ,
773 D3DTSS_MIPFILTER ,
774 D3DTSS_MIPMAPLODBIAS ,
775 D3DTSS_RESULTARG ,
776 D3DTSS_TEXCOORDINDEX ,
777 D3DTSS_TEXTURETRANSFORMFLAGS
780 DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
781 D3DRS_AMBIENT ,
782 D3DRS_AMBIENTMATERIALSOURCE ,
783 D3DRS_CLIPPING ,
784 D3DRS_CLIPPLANEENABLE ,
785 D3DRS_COLORVERTEX ,
786 D3DRS_DIFFUSEMATERIALSOURCE ,
787 D3DRS_EMISSIVEMATERIALSOURCE ,
788 D3DRS_FOGDENSITY ,
789 D3DRS_FOGEND ,
790 D3DRS_FOGSTART ,
791 D3DRS_FOGTABLEMODE ,
792 D3DRS_FOGVERTEXMODE ,
793 D3DRS_INDEXEDVERTEXBLENDENABLE ,
794 D3DRS_LIGHTING ,
795 D3DRS_LOCALVIEWER ,
796 D3DRS_MULTISAMPLEANTIALIAS ,
797 D3DRS_MULTISAMPLEMASK ,
798 D3DRS_NORMALIZENORMALS ,
799 D3DRS_PATCHEDGESTYLE ,
800 D3DRS_PATCHSEGMENTS ,
801 D3DRS_POINTSCALE_A ,
802 D3DRS_POINTSCALE_B ,
803 D3DRS_POINTSCALE_C ,
804 D3DRS_POINTSCALEENABLE ,
805 D3DRS_POINTSIZE ,
806 D3DRS_POINTSIZE_MAX ,
807 D3DRS_POINTSIZE_MIN ,
808 D3DRS_POINTSPRITEENABLE ,
809 D3DRS_RANGEFOGENABLE ,
810 D3DRS_SOFTWAREVERTEXPROCESSING ,
811 D3DRS_SPECULARMATERIALSOURCE ,
812 D3DRS_TWEENFACTOR ,
813 D3DRS_VERTEXBLEND
816 DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
817 D3DTSS_TEXCOORDINDEX ,
818 D3DTSS_TEXTURETRANSFORMFLAGS