push 3600ceb9798742c4473b49518e0ae238427fc4b7
[wine/hacks.git] / dlls / wined3d / stateblock.c
blob3faa5a0411f0de3dcfc38d4787a6f75d6a336eaa
1 /*
2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
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
24 #include "config.h"
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 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
43 /* Allocate space for floating point constants */
44 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
45 WINED3D_MEMCHECK(object->pixelShaderConstantF);
46 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
47 WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
48 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
49 WINED3D_MEMCHECK(object->vertexShaderConstantF);
50 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
51 WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
52 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
53 WINED3D_MEMCHECK(object->contained_vs_consts_f);
54 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
55 WINED3D_MEMCHECK(object->contained_ps_consts_f);
57 list_init(&object->set_vconstantsF);
58 list_init(&object->set_pconstantsF);
60 #undef WINED3D_MEMCHECK
62 return WINED3D_OK;
65 /** Copy all members of one stateblock to another */
66 static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
68 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
69 unsigned bsize = sizeof(BOOL);
71 /* Single values */
72 dest->indices = source->indices;
73 dest->material = source->material;
74 dest->fvf = source->fvf;
75 dest->viewport = source->viewport;
76 dest->vertexDecl = source->vertexDecl;
77 dest->pixelShader = source->pixelShader;
78 dest->vertexShader = source->vertexShader;
79 dest->scissorRect = dest->scissorRect;
81 /* Fixed size arrays */
82 memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
83 memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
84 memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
85 memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
86 memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
87 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
88 memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
89 memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
90 dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
91 dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
92 dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
93 dest->vertexShaderConstantsI = source->vertexShaderConstantsI;
95 /* Dynamically sized arrays */
96 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
97 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
100 /** Set all members of a stateblock savedstate to the given value */
101 void stateblock_savedstates_set(
102 IWineD3DStateBlock* iface,
103 SAVEDSTATES* states,
104 BOOL value) {
106 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
107 unsigned bsize = sizeof(BOOL);
109 /* Single values */
110 states->indices = value;
111 states->material = value;
112 states->fvf = value;
113 states->viewport = value;
114 states->vertexDecl = value;
115 states->pixelShader = value;
116 states->vertexShader = value;
117 states->scissorRect = value;
119 /* Fixed size arrays */
120 memset(states->streamSource, value, bsize * MAX_STREAMS);
121 memset(states->streamFreq, value, bsize * MAX_STREAMS);
122 memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
123 memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
124 memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
125 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
126 memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
127 memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
128 states->pixelShaderConstantsB = value ? 0xffff : 0;
129 states->pixelShaderConstantsI = value ? 0xffff : 0;
130 states->vertexShaderConstantsB = value ? 0xffff : 0;
131 states->vertexShaderConstantsI = value ? 0xffff : 0;
133 /* Dynamically sized arrays */
134 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
135 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
138 void stateblock_copy(
139 IWineD3DStateBlock* destination,
140 IWineD3DStateBlock* source) {
141 int l;
143 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
144 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
146 /* IUnknown fields */
147 Dest->lpVtbl = This->lpVtbl;
148 Dest->ref = This->ref;
150 /* IWineD3DStateBlock information */
151 Dest->parent = This->parent;
152 Dest->wineD3DDevice = This->wineD3DDevice;
153 Dest->blockType = This->blockType;
155 /* Saved states */
156 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
158 /* Single items */
159 Dest->fvf = This->fvf;
160 Dest->vertexDecl = This->vertexDecl;
161 Dest->vertexShader = This->vertexShader;
162 Dest->streamIsUP = This->streamIsUP;
163 Dest->pIndexData = This->pIndexData;
164 Dest->baseVertexIndex = This->baseVertexIndex;
165 /* Dest->lights = This->lights; */
166 Dest->clip_status = This->clip_status;
167 Dest->viewport = This->viewport;
168 Dest->material = This->material;
169 Dest->pixelShader = This->pixelShader;
170 Dest->scissorRect = This->scissorRect;
172 /* Lights */
173 memset(This->activeLights, 0, sizeof(This->activeLights));
174 for(l = 0; l < LIGHTMAP_SIZE; l++) {
175 struct list *e1, *e2;
176 LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
177 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
178 list_remove(&light->entry);
179 HeapFree(GetProcessHeap(), 0, light);
182 LIST_FOR_EACH(e1, &This->lightMap[l]) {
183 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
184 light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
185 *light2 = *light;
186 list_add_tail(&Dest->lightMap[l], &light2->entry);
187 if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
191 /* Fixed size arrays */
192 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
193 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
194 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
195 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
197 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
198 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
199 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
200 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
201 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
202 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
203 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
204 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
205 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
206 memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
207 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
208 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
210 /* Dynamically sized arrays */
211 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
212 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
215 /**********************************************************
216 * IWineD3DStateBlockImpl IUnknown parts follows
217 **********************************************************/
218 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
220 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
221 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
222 if (IsEqualGUID(riid, &IID_IUnknown)
223 || IsEqualGUID(riid, &IID_IWineD3DBase)
224 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
225 IUnknown_AddRef(iface);
226 *ppobj = This;
227 return S_OK;
229 *ppobj = NULL;
230 return E_NOINTERFACE;
233 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
234 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
235 ULONG refCount = InterlockedIncrement(&This->ref);
237 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
238 return refCount;
241 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
242 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
243 ULONG refCount = InterlockedDecrement(&This->ref);
245 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
247 if (!refCount) {
248 constants_entry *constant, *constant2;
249 int counter;
251 /* type 0 represents the primary stateblock, so free all the resources */
252 if (This->blockType == WINED3DSBT_INIT) {
253 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
254 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
255 if (This->textures[counter]) {
256 /* release our 'internal' hold on the texture */
257 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
258 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
264 for (counter = 0; counter < MAX_STREAMS; counter++) {
265 if(This->streamSource[counter]) {
266 if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
267 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
271 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
272 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
273 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
275 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
276 struct list *e1, *e2;
277 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
278 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
279 list_remove(&light->entry);
280 HeapFree(GetProcessHeap(), 0, light);
284 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
285 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
286 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
287 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
288 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
289 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
291 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
292 HeapFree(GetProcessHeap(), 0, constant);
295 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
296 HeapFree(GetProcessHeap(), 0, constant);
299 HeapFree(GetProcessHeap(), 0, This);
301 return refCount;
304 /**********************************************************
305 * IWineD3DStateBlockImpl parts follows
306 **********************************************************/
307 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
308 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
309 IUnknown_AddRef(This->parent);
310 *pParent = This->parent;
311 return WINED3D_OK;
314 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
316 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
318 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
319 IWineD3DDevice_AddRef(*ppDevice);
320 return WINED3D_OK;
324 static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
325 UINT i;
327 /* Lights... For a recorded state block, we just had a chain of actions to perform,
328 * so we need to walk that chain and update any actions which differ
330 for(i = 0; i < LIGHTMAP_SIZE; i++) {
331 struct list *e, *f;
332 LIST_FOR_EACH(e, &This->lightMap[i]) {
333 BOOL updated = FALSE;
334 PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
335 if(!src->changed || !src->enabledChanged) continue;
337 /* Look up the light in the destination */
338 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
339 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
340 if(realLight->OriginalIndex == src->OriginalIndex) {
341 if(src->changed) {
342 src->OriginalParms = realLight->OriginalParms;
344 if(src->enabledChanged) {
345 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
346 * or disabled -> enabled -> disabled changes
348 if(realLight->glIndex == -1 && src->glIndex != -1) {
349 /* Light disabled */
350 This->activeLights[src->glIndex] = NULL;
351 } else if(realLight->glIndex != -1 && src->glIndex == -1){
352 /* Light enabled */
353 This->activeLights[realLight->glIndex] = src;
355 src->glIndex = realLight->glIndex;
357 updated = TRUE;
358 break;
362 if(updated) {
363 /* Found a light, all done, proceed with next hash entry */
364 continue;
365 } else if(src->changed) {
366 /* Otherwise assign defaul params */
367 src->OriginalParms = WINED3D_default_light;
368 } else {
369 /* Not enabled by default */
370 src->glIndex = -1;
376 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
378 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
379 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
380 unsigned int i, j;
382 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
384 /* If not recorded, then update can just recapture */
385 if (This->blockType == WINED3DSBT_RECORDED) {
387 /* Recorded => Only update 'changed' values */
388 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
389 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
391 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
392 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
393 This->vertexShader = targetStateBlock->vertexShader;
396 /* Vertex Shader Float Constants */
397 for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
398 i = This->contained_vs_consts_f[j];
399 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
400 targetStateBlock->vertexShaderConstantF[i * 4],
401 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
402 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
403 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
405 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
406 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
407 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
408 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
411 /* Vertex Shader Integer Constants */
412 for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
413 i = This->contained_vs_consts_i[j];
414 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
415 targetStateBlock->vertexShaderConstantI[i * 4],
416 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
417 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
418 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
420 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
421 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
422 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
423 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
426 /* Vertex Shader Boolean Constants */
427 for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
428 i = This->contained_vs_consts_b[j];
429 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
430 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
432 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
435 /* Pixel Shader Float Constants */
436 for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
437 i = This->contained_ps_consts_f[j];
438 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
439 targetStateBlock->pixelShaderConstantF[i * 4],
440 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
441 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
442 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
444 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
445 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
446 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
447 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
450 /* Pixel Shader Integer Constants */
451 for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
452 i = This->contained_ps_consts_i[j];
453 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
454 targetStateBlock->pixelShaderConstantI[i * 4],
455 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
456 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
457 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
459 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
460 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
461 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
462 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
465 /* Pixel Shader Boolean Constants */
466 for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
467 i = This->contained_ps_consts_b[j];
468 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
469 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
471 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
474 /* Others + Render & Texture */
475 for (i = 0; i < This->num_contained_transform_states; i++) {
476 TRACE("Updating transform %d\n", i);
477 This->transforms[This->contained_transform_states[i]] =
478 targetStateBlock->transforms[This->contained_transform_states[i]];
481 if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
482 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
483 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
484 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
485 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
486 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
487 This->pIndexData = targetStateBlock->pIndexData;
488 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
491 if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
492 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
494 This->vertexDecl = targetStateBlock->vertexDecl;
497 if(This->changed.fvf && This->fvf != targetStateBlock->fvf){
498 This->fvf = targetStateBlock->fvf;
501 if (This->changed.material && memcmp(&targetStateBlock->material,
502 &This->material,
503 sizeof(WINED3DMATERIAL)) != 0) {
504 TRACE("Updating material\n");
505 This->material = targetStateBlock->material;
508 if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
509 &This->viewport,
510 sizeof(WINED3DVIEWPORT)) != 0) {
511 TRACE("Updating viewport\n");
512 This->viewport = targetStateBlock->viewport;
515 if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
516 &This->scissorRect,
517 sizeof(targetStateBlock->scissorRect)))
519 TRACE("Updating scissor rect\n");
520 targetStateBlock->scissorRect = This->scissorRect;
523 for (i = 0; i < MAX_STREAMS; i++) {
524 if (This->changed.streamSource[i] &&
525 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
526 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
527 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
528 targetStateBlock->streamStride[i]);
529 This->streamStride[i] = targetStateBlock->streamStride[i];
530 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
531 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
532 This->streamSource[i] = targetStateBlock->streamSource[i];
535 if (This->changed.streamFreq[i] &&
536 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
537 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
538 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
539 targetStateBlock->streamFlags[i]);
540 This->streamFreq[i] = targetStateBlock->streamFreq[i];
541 This->streamFlags[i] = targetStateBlock->streamFlags[i];
545 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
546 if (This->changed.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
547 &This->clipplane[i],
548 sizeof(This->clipplane)) != 0) {
550 TRACE("Updating clipplane %d\n", i);
551 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
552 sizeof(This->clipplane));
556 /* Render */
557 for (i = 0; i < This->num_contained_render_states; i++) {
558 TRACE("Updating renderState %d to %d\n",
559 This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
560 This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
563 /* Texture states */
564 for (j = 0; j < This->num_contained_tss_states; j++) {
565 DWORD stage = This->contained_tss_states[j].stage;
566 DWORD state = This->contained_tss_states[j].state;
568 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
569 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
570 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
573 /* Samplers */
574 /* TODO: move over to using memcpy */
575 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
576 if (This->changed.textures[j]) {
577 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
578 This->textures[j] = targetStateBlock->textures[j];
582 for (j = 0; j < This->num_contained_sampler_states; j++) {
583 DWORD stage = This->contained_sampler_states[j].stage;
584 DWORD state = This->contained_sampler_states[j].state;
585 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
586 stage, state, targetStateBlock->samplerState[stage][state],
587 This->samplerState[stage][state]);
588 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
590 if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
591 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
592 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
593 This->pixelShader = targetStateBlock->pixelShader;
596 record_lights(This, targetStateBlock);
597 } else if(This->blockType == WINED3DSBT_ALL) {
598 This->vertexDecl = targetStateBlock->vertexDecl;
599 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
600 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
601 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
602 memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
603 memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
604 memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
605 memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
606 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
607 memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
608 record_lights(This, targetStateBlock);
609 memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
610 This->clip_status = targetStateBlock->clip_status;
611 This->viewport = targetStateBlock->viewport;
612 This->material = targetStateBlock->material;
613 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
614 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
615 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
616 memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
617 memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
618 memcpy(This->textureDimensions, targetStateBlock->textureDimensions, sizeof(This->textureDimensions));
619 memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
620 memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
621 This->scissorRect = targetStateBlock->scissorRect;
623 if(targetStateBlock->pIndexData != This->pIndexData) {
624 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
625 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
626 This->pIndexData = targetStateBlock->pIndexData;
628 for(i = 0; i < MAX_STREAMS; i++) {
629 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
630 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
631 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
632 This->streamSource[i] = targetStateBlock->streamSource[i];
635 if(This->vertexShader != targetStateBlock->vertexShader) {
636 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
637 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
638 This->vertexShader = targetStateBlock->vertexShader;
640 if(This->pixelShader != targetStateBlock->pixelShader) {
641 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
642 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
643 This->pixelShader = targetStateBlock->pixelShader;
645 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
646 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
647 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
648 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
649 record_lights(This, targetStateBlock);
650 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
651 This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
653 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
654 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
655 This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
658 for (j = 0; j < MAX_TEXTURES; j++) {
659 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
660 This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
663 for(i = 0; i < MAX_STREAMS; i++) {
664 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
665 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
666 if(This->streamSource[i]) IWineD3DVertexBuffer_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 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
676 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
677 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
678 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
679 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
680 This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
682 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
683 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
684 This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
687 for (j = 0; j < MAX_TEXTURES; j++) {
688 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
689 This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
692 if(This->pixelShader != targetStateBlock->pixelShader) {
693 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
694 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
695 This->pixelShader = targetStateBlock->pixelShader;
699 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
701 return WINED3D_OK;
704 static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
705 UINT i;
706 for(i = 0; i < LIGHTMAP_SIZE; i++) {
707 struct list *e;
709 LIST_FOR_EACH(e, &This->lightMap[i]) {
710 const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
712 if(light->changed) {
713 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
715 if(light->enabledChanged) {
716 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
722 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
723 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
724 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
726 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
727 should really perform a delta so that only the changes get updated*/
729 UINT i;
730 UINT j;
732 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
734 TRACE("Blocktype: %d\n", This->blockType);
736 if(This->blockType == WINED3DSBT_RECORDED) {
737 if (This->changed.vertexShader) {
738 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
740 /* Vertex Shader Constants */
741 for (i = 0; i < This->num_contained_vs_consts_f; i++) {
742 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
743 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
745 for (i = 0; i < This->num_contained_vs_consts_i; i++) {
746 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
747 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
749 for (i = 0; i < This->num_contained_vs_consts_b; i++) {
750 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
751 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
754 apply_lights(pDevice, This);
756 if (This->changed.pixelShader) {
757 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
759 /* Pixel Shader Constants */
760 for (i = 0; i < This->num_contained_ps_consts_f; i++) {
761 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
762 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
764 for (i = 0; i < This->num_contained_ps_consts_i; i++) {
765 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
766 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
768 for (i = 0; i < This->num_contained_ps_consts_b; i++) {
769 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
770 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
773 /* Render */
774 for (i = 0; i <= This->num_contained_render_states; i++) {
775 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
776 This->renderState[This->contained_render_states[i]]);
778 /* Texture states */
779 for (i = 0; i < This->num_contained_tss_states; i++) {
780 DWORD stage = This->contained_tss_states[i].stage;
781 DWORD state = This->contained_tss_states[i].state;
782 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
783 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
784 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
785 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
787 /* Sampler states */
788 for (i = 0; i < This->num_contained_sampler_states; i++) {
789 DWORD stage = This->contained_sampler_states[i].stage;
790 DWORD state = This->contained_sampler_states[i].state;
791 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
792 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
793 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
796 for (i = 0; i < This->num_contained_transform_states; i++) {
797 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
798 &This->transforms[This->contained_transform_states[i]]);
801 if (This->changed.indices) {
802 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
803 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
806 if (This->changed.fvf) {
807 IWineD3DDevice_SetFVF(pDevice, This->fvf);
810 if (This->changed.vertexDecl) {
811 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
814 if (This->changed.material ) {
815 IWineD3DDevice_SetMaterial(pDevice, &This->material);
818 if (This->changed.viewport) {
819 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
822 if (This->changed.scissorRect) {
823 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
826 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
827 for (i=0; i<MAX_STREAMS; i++) {
828 if (This->changed.streamSource[i])
829 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
831 if (This->changed.streamFreq[i])
832 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
834 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
835 if (This->changed.textures[j]) {
836 if (j < MAX_FRAGMENT_SAMPLERS) {
837 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
838 } else {
839 IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
844 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
845 if (This->changed.clipplane[i]) {
846 float clip[4];
848 clip[0] = This->clipplane[i][0];
849 clip[1] = This->clipplane[i][1];
850 clip[2] = This->clipplane[i][2];
851 clip[3] = This->clipplane[i][3];
852 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
856 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
857 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
858 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
859 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
860 This->vertexShaderConstantF + i * 4, 1);
862 for (i = 0; i < MAX_CONST_I; i++) {
863 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
864 This->vertexShaderConstantI + i * 4, 1);
866 for (i = 0; i < MAX_CONST_B; i++) {
867 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
868 This->vertexShaderConstantB + i, 1);
871 apply_lights(pDevice, This);
873 for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
874 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
876 for(j = 0; j < MAX_TEXTURES; j++) {
877 for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
878 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
879 This->textureState[j][SavedVertexStates_T[i]]);
883 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
884 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
885 IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
886 This->samplerState[j][SavedVertexStates_S[i]]);
889 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
890 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
891 IWineD3DDevice_SetSamplerState(pDevice,
892 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
893 SavedVertexStates_S[i],
894 This->samplerState[j][SavedVertexStates_S[i]]);
897 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
898 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
899 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
900 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
901 This->pixelShaderConstantF + i * 4, 1);
903 for (i = 0; i < MAX_CONST_I; i++) {
904 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
905 This->pixelShaderConstantI + i * 4, 1);
907 for (i = 0; i < MAX_CONST_B; i++) {
908 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
909 This->pixelShaderConstantB + i, 1);
912 for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
913 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
915 for(j = 0; j < MAX_TEXTURES; j++) {
916 for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
917 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
918 This->textureState[j][SavedPixelStates_T[i]]);
922 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
923 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
924 IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
925 This->samplerState[j][SavedPixelStates_S[i]]);
928 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
929 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
930 IWineD3DDevice_SetSamplerState(pDevice,
931 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
932 SavedPixelStates_S[i],
933 This->samplerState[j][SavedPixelStates_S[i]]);
936 } else if(This->blockType == WINED3DSBT_ALL) {
937 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
938 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
939 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
940 This->vertexShaderConstantF + i * 4, 1);
942 for (i = 0; i < MAX_CONST_I; i++) {
943 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
944 This->vertexShaderConstantI + i * 4, 1);
946 for (i = 0; i < MAX_CONST_B; i++) {
947 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
948 This->vertexShaderConstantB + i, 1);
951 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
952 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
953 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
954 This->pixelShaderConstantF + i * 4, 1);
956 for (i = 0; i < MAX_CONST_I; i++) {
957 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
958 This->pixelShaderConstantI + i * 4, 1);
960 for (i = 0; i < MAX_CONST_B; i++) {
961 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
962 This->pixelShaderConstantB + i, 1);
965 apply_lights(pDevice, This);
967 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
968 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
970 for(j = 0; j < MAX_TEXTURES; j++) {
971 for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
972 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
976 /* Skip unused values between TEXTURE8 and WORLD0 ? */
977 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
978 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
980 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
981 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
982 IWineD3DDevice_SetFVF(pDevice, This->fvf);
983 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
984 IWineD3DDevice_SetMaterial(pDevice, &This->material);
985 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
986 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
988 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
989 for (i=0; i<MAX_STREAMS; i++) {
990 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
991 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
993 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
994 UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
996 IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
997 for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
998 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
1001 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
1002 float clip[4];
1004 clip[0] = This->clipplane[i][0];
1005 clip[1] = This->clipplane[i][1];
1006 clip[2] = This->clipplane[i][2];
1007 clip[3] = This->clipplane[i][3];
1008 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1012 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1013 for(j = 0; j < MAX_TEXTURES - 1; j++) {
1014 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1015 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
1016 break;
1019 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1021 return WINED3D_OK;
1024 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1025 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1026 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
1027 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
1028 union {
1029 WINED3DLINEPATTERN lp;
1030 DWORD d;
1031 } lp;
1032 union {
1033 float f;
1034 DWORD d;
1035 } tmpfloat;
1036 unsigned int i;
1037 IWineD3DSwapChain *swapchain;
1038 IWineD3DSurface *backbuffer;
1039 WINED3DSURFACE_DESC desc = {0};
1040 UINT width, height;
1041 RECT scissorrect;
1042 HRESULT hr;
1044 /* Note this may have a large overhead but it should only be executed
1045 once, in order to initialize the complete state of the device and
1046 all opengl equivalents */
1047 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1048 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1049 This->blockType = WINED3DSBT_INIT;
1051 /* Set some of the defaults for lights, transforms etc */
1052 memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1053 memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1054 for (i = 0; i < 256; ++i) {
1055 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1058 TRACE("Render states\n");
1059 /* Render states: */
1060 if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1061 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1062 } else {
1063 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1065 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1066 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1067 lp.lp.wRepeatFactor = 0;
1068 lp.lp.wLinePattern = 0;
1069 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1070 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1071 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1072 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1073 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1074 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1075 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1076 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1077 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1078 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1079 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1080 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1081 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1082 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1083 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1084 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1085 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1086 tmpfloat.f = 0.0f;
1087 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1088 tmpfloat.f = 1.0f;
1089 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1090 tmpfloat.f = 1.0f;
1091 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1092 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1093 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1094 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1095 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1096 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1097 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1098 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1099 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1100 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1101 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1102 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1103 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1104 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1105 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1106 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1107 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1111 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1113 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1114 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1115 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1116 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1117 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1118 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1119 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1120 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1121 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1122 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1123 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1124 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1125 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1126 tmpfloat.f = 1.0f;
1127 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1128 tmpfloat.f = 1.0f;
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1130 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1131 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1132 tmpfloat.f = 1.0f;
1133 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1134 tmpfloat.f = 0.0f;
1135 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1136 tmpfloat.f = 0.0f;
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1139 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1141 tmpfloat.f = 1.0f;
1142 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1144 tmpfloat.f = 64.0f;
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1147 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1148 tmpfloat.f = 0.0f;
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1150 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1151 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1152 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1153 /* states new in d3d9 */
1154 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1155 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1156 tmpfloat.f = 1.0f;
1157 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1158 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1159 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1160 tmpfloat.f = 0.0f;
1161 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1163 tmpfloat.f = 1.0f;
1164 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1165 tmpfloat.f = 0.0f;
1166 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1167 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1168 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1169 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1170 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1171 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1173 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1174 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1176 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1177 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1178 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1179 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1180 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1181 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1182 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1183 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1184 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1185 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1186 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1188 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1189 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1190 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1192 /* clipping status */
1193 This->clip_status.ClipUnion = 0;
1194 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1196 /* Texture Stage States - Put directly into state block, we will call function below */
1197 for (i = 0; i < MAX_TEXTURES; i++) {
1198 TRACE("Setting up default texture states for texture Stage %d\n", i);
1199 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1200 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1201 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1202 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1203 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1204 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1205 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1206 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
1207 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
1208 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
1209 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
1210 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1211 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
1212 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
1213 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1214 This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1215 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1216 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1217 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1219 This->lowest_disabled_stage = 1;
1221 /* Sampler states*/
1222 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1223 TRACE("Setting up default samplers states for sampler %d\n", i);
1224 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1225 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1226 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1227 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1228 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1229 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1230 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1231 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1232 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1233 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1234 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1235 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1236 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1239 for(i = 0; i < GL_LIMITS(textures); i++) {
1240 /* Note: This avoids calling SetTexture, so pretend it has been called */
1241 This->changed.textures[i] = TRUE;
1242 This->textures[i] = NULL;
1245 /* Set the default scissor rect values */
1246 desc.Width = &width;
1247 desc.Height = &height;
1249 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1250 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1251 if( hr == WINED3D_OK && swapchain != NULL) {
1252 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1253 if( hr == WINED3D_OK && backbuffer != NULL) {
1254 IWineD3DSurface_GetDesc(backbuffer, &desc);
1255 IWineD3DSurface_Release(backbuffer);
1257 scissorrect.left = 0;
1258 scissorrect.right = width;
1259 scissorrect.top = 0;
1260 scissorrect.bottom = height;
1261 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1262 if( hr != WINED3D_OK ) {
1263 ERR("This should never happen, expect rendering issues!\n");
1266 IWineD3DSwapChain_Release(swapchain);
1269 TRACE("-----------------------> Device defaults now set up...\n");
1270 return WINED3D_OK;
1273 /**********************************************************
1274 * IWineD3DStateBlock VTbl follows
1275 **********************************************************/
1277 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1279 /* IUnknown */
1280 IWineD3DStateBlockImpl_QueryInterface,
1281 IWineD3DStateBlockImpl_AddRef,
1282 IWineD3DStateBlockImpl_Release,
1283 /* IWineD3DStateBlock */
1284 IWineD3DStateBlockImpl_GetParent,
1285 IWineD3DStateBlockImpl_GetDevice,
1286 IWineD3DStateBlockImpl_Capture,
1287 IWineD3DStateBlockImpl_Apply,
1288 IWineD3DStateBlockImpl_InitStartupStateBlock