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
->indices
= source
->indices
;
81 dest
->material
= source
->material
;
82 dest
->viewport
= source
->viewport
;
83 dest
->vertexDecl
= source
->vertexDecl
;
84 dest
->pixelShader
= source
->pixelShader
;
85 dest
->vertexShader
= source
->vertexShader
;
86 dest
->scissorRect
= dest
->scissorRect
;
88 /* Fixed size arrays */
89 dest
->streamSource
= source
->streamSource
;
90 dest
->streamFreq
= source
->streamFreq
;
91 dest
->textures
= source
->textures
;
92 memcpy(dest
->transform
, source
->transform
, sizeof(source
->transform
));
93 memcpy(dest
->renderState
, source
->renderState
, sizeof(source
->renderState
));
94 memcpy(dest
->textureState
, source
->textureState
, sizeof(source
->textureState
));
95 memcpy(dest
->samplerState
, source
->samplerState
, sizeof(source
->samplerState
));
96 dest
->clipplane
= source
->clipplane
;
97 dest
->pixelShaderConstantsB
= source
->pixelShaderConstantsB
;
98 dest
->pixelShaderConstantsI
= source
->pixelShaderConstantsI
;
99 dest
->vertexShaderConstantsB
= source
->vertexShaderConstantsB
;
100 dest
->vertexShaderConstantsI
= source
->vertexShaderConstantsI
;
102 /* Dynamically sized arrays */
103 memcpy(dest
->pixelShaderConstantsF
, source
->pixelShaderConstantsF
, bsize
* GL_LIMITS(pshader_constantsF
));
104 memcpy(dest
->vertexShaderConstantsF
, source
->vertexShaderConstantsF
, bsize
* GL_LIMITS(vshader_constantsF
));
107 static inline void stateblock_set_bits(DWORD
*map
, UINT map_size
)
109 DWORD mask
= (1 << (map_size
& 0x1f)) - 1;
110 memset(map
, 0xff, (map_size
>> 5) * sizeof(*map
));
111 if (mask
) map
[map_size
>> 5] = mask
;
114 /** Set all members of a stateblock savedstate to the given value */
115 void stateblock_savedstates_set(
116 IWineD3DStateBlock
* iface
,
120 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
121 unsigned bsize
= sizeof(BOOL
);
124 states
->indices
= value
;
125 states
->material
= value
;
126 states
->viewport
= value
;
127 states
->vertexDecl
= value
;
128 states
->pixelShader
= value
;
129 states
->vertexShader
= value
;
130 states
->scissorRect
= value
;
132 /* Fixed size arrays */
136 states
->streamSource
= 0xffff;
137 states
->streamFreq
= 0xffff;
138 states
->textures
= 0xfffff;
139 stateblock_set_bits(states
->transform
, HIGHEST_TRANSFORMSTATE
+ 1);
140 stateblock_set_bits(states
->renderState
, WINEHIGHEST_RENDER_STATE
+ 1);
141 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = 0x3ffff;
142 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = 0x3fff;
143 states
->clipplane
= 0xffffffff;
144 states
->pixelShaderConstantsB
= 0xffff;
145 states
->pixelShaderConstantsI
= 0xffff;
146 states
->vertexShaderConstantsB
= 0xffff;
147 states
->vertexShaderConstantsI
= 0xffff;
151 states
->streamSource
= 0;
152 states
->streamFreq
= 0;
153 states
->textures
= 0;
154 memset(states
->transform
, 0, sizeof(states
->transform
));
155 memset(states
->renderState
, 0, sizeof(states
->renderState
));
156 memset(states
->textureState
, 0, sizeof(states
->textureState
));
157 memset(states
->samplerState
, 0, sizeof(states
->samplerState
));
158 states
->clipplane
= 0;
159 states
->pixelShaderConstantsB
= 0;
160 states
->pixelShaderConstantsI
= 0;
161 states
->vertexShaderConstantsB
= 0;
162 states
->vertexShaderConstantsI
= 0;
165 /* Dynamically sized arrays */
166 memset(states
->pixelShaderConstantsF
, value
, bsize
* GL_LIMITS(pshader_constantsF
));
167 memset(states
->vertexShaderConstantsF
, value
, bsize
* GL_LIMITS(vshader_constantsF
));
170 void stateblock_copy(
171 IWineD3DStateBlock
* destination
,
172 IWineD3DStateBlock
* source
) {
175 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)source
;
176 IWineD3DStateBlockImpl
*Dest
= (IWineD3DStateBlockImpl
*)destination
;
178 /* IUnknown fields */
179 Dest
->lpVtbl
= This
->lpVtbl
;
180 Dest
->ref
= This
->ref
;
182 /* IWineD3DStateBlock information */
183 Dest
->parent
= This
->parent
;
184 Dest
->wineD3DDevice
= This
->wineD3DDevice
;
185 Dest
->blockType
= This
->blockType
;
188 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
191 Dest
->vertexDecl
= This
->vertexDecl
;
192 Dest
->vertexShader
= This
->vertexShader
;
193 Dest
->streamIsUP
= This
->streamIsUP
;
194 Dest
->pIndexData
= This
->pIndexData
;
195 Dest
->baseVertexIndex
= This
->baseVertexIndex
;
196 /* Dest->lights = This->lights; */
197 Dest
->clip_status
= This
->clip_status
;
198 Dest
->viewport
= This
->viewport
;
199 Dest
->material
= This
->material
;
200 Dest
->pixelShader
= This
->pixelShader
;
201 Dest
->scissorRect
= This
->scissorRect
;
204 memset(This
->activeLights
, 0, sizeof(This
->activeLights
));
205 for(l
= 0; l
< LIGHTMAP_SIZE
; l
++) {
206 struct list
*e1
, *e2
;
207 LIST_FOR_EACH_SAFE(e1
, e2
, &Dest
->lightMap
[l
]) {
208 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
209 list_remove(&light
->entry
);
210 HeapFree(GetProcessHeap(), 0, light
);
213 LIST_FOR_EACH(e1
, &This
->lightMap
[l
]) {
214 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
), *light2
;
215 light2
= HeapAlloc(GetProcessHeap(), 0, sizeof(*light
));
217 list_add_tail(&Dest
->lightMap
[l
], &light2
->entry
);
218 if(light2
->glIndex
!= -1) Dest
->activeLights
[light2
->glIndex
] = light2
;
222 /* Fixed size arrays */
223 memcpy(Dest
->vertexShaderConstantB
, This
->vertexShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
224 memcpy(Dest
->vertexShaderConstantI
, This
->vertexShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
225 memcpy(Dest
->pixelShaderConstantB
, This
->pixelShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
226 memcpy(Dest
->pixelShaderConstantI
, This
->pixelShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
228 memcpy(Dest
->streamStride
, This
->streamStride
, sizeof(UINT
) * MAX_STREAMS
);
229 memcpy(Dest
->streamOffset
, This
->streamOffset
, sizeof(UINT
) * MAX_STREAMS
);
230 memcpy(Dest
->streamSource
, This
->streamSource
, sizeof(IWineD3DVertexBuffer
*) * MAX_STREAMS
);
231 memcpy(Dest
->streamFreq
, This
->streamFreq
, sizeof(UINT
) * MAX_STREAMS
);
232 memcpy(Dest
->streamFlags
, This
->streamFlags
, sizeof(UINT
) * MAX_STREAMS
);
233 memcpy(Dest
->transforms
, This
->transforms
, sizeof(WINED3DMATRIX
) * (HIGHEST_TRANSFORMSTATE
+ 1));
234 memcpy(Dest
->clipplane
, This
->clipplane
, sizeof(double) * MAX_CLIPPLANES
* 4);
235 memcpy(Dest
->renderState
, This
->renderState
, sizeof(DWORD
) * (WINEHIGHEST_RENDER_STATE
+ 1));
236 memcpy(Dest
->textures
, This
->textures
, sizeof(IWineD3DBaseTexture
*) * MAX_COMBINED_SAMPLERS
);
237 memcpy(Dest
->textureState
, This
->textureState
, sizeof(DWORD
) * MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
238 memcpy(Dest
->samplerState
, This
->samplerState
, sizeof(DWORD
) * MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
240 /* Dynamically sized arrays */
241 memcpy(Dest
->vertexShaderConstantF
, This
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
242 memcpy(Dest
->pixelShaderConstantF
, This
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
245 /**********************************************************
246 * IWineD3DStateBlockImpl IUnknown parts follows
247 **********************************************************/
248 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
250 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
251 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
252 if (IsEqualGUID(riid
, &IID_IUnknown
)
253 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
254 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
)){
255 IUnknown_AddRef(iface
);
260 return E_NOINTERFACE
;
263 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
264 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
265 ULONG refCount
= InterlockedIncrement(&This
->ref
);
267 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
271 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
272 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
273 ULONG refCount
= InterlockedDecrement(&This
->ref
);
275 TRACE("(%p) : Releasing from %d\n", This
, refCount
+ 1);
280 /* type 0 represents the primary stateblock, so free all the resources */
281 if (This
->blockType
== WINED3DSBT_INIT
) {
282 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
283 for (counter
= 0; counter
< MAX_COMBINED_SAMPLERS
; counter
++) {
284 if (This
->textures
[counter
]) {
285 /* release our 'internal' hold on the texture */
286 if(0 != IWineD3DBaseTexture_Release(This
->textures
[counter
])) {
287 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter
, This
->textures
[counter
]);
293 for (counter
= 0; counter
< MAX_STREAMS
; counter
++) {
294 if(This
->streamSource
[counter
]) {
295 if(0 != IWineD3DVertexBuffer_Release(This
->streamSource
[counter
])) {
296 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter
, This
->streamSource
[counter
]);
300 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
301 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
302 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
304 for(counter
= 0; counter
< LIGHTMAP_SIZE
; counter
++) {
305 struct list
*e1
, *e2
;
306 LIST_FOR_EACH_SAFE(e1
, e2
, &This
->lightMap
[counter
]) {
307 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
308 list_remove(&light
->entry
);
309 HeapFree(GetProcessHeap(), 0, light
);
313 HeapFree(GetProcessHeap(), 0, This
->vertexShaderConstantF
);
314 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
315 HeapFree(GetProcessHeap(), 0, This
->pixelShaderConstantF
);
316 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
317 HeapFree(GetProcessHeap(), 0, This
->contained_vs_consts_f
);
318 HeapFree(GetProcessHeap(), 0, This
->contained_ps_consts_f
);
319 HeapFree(GetProcessHeap(), 0, This
);
324 /**********************************************************
325 * IWineD3DStateBlockImpl parts follows
326 **********************************************************/
327 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
328 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
329 IUnknown_AddRef(This
->parent
);
330 *pParent
= This
->parent
;
334 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
336 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
338 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
339 IWineD3DDevice_AddRef(*ppDevice
);
344 static inline void record_lights(IWineD3DStateBlockImpl
*This
, IWineD3DStateBlockImpl
*targetStateBlock
) {
347 /* Lights... For a recorded state block, we just had a chain of actions to perform,
348 * so we need to walk that chain and update any actions which differ
350 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
352 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
353 BOOL updated
= FALSE
;
354 PLIGHTINFOEL
*src
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
), *realLight
;
355 if(!src
->changed
|| !src
->enabledChanged
) continue;
357 /* Look up the light in the destination */
358 LIST_FOR_EACH(f
, &targetStateBlock
->lightMap
[i
]) {
359 realLight
= LIST_ENTRY(f
, PLIGHTINFOEL
, entry
);
360 if(realLight
->OriginalIndex
== src
->OriginalIndex
) {
362 src
->OriginalParms
= realLight
->OriginalParms
;
364 if(src
->enabledChanged
) {
365 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
366 * or disabled -> enabled -> disabled changes
368 if(realLight
->glIndex
== -1 && src
->glIndex
!= -1) {
370 This
->activeLights
[src
->glIndex
] = NULL
;
371 } else if(realLight
->glIndex
!= -1 && src
->glIndex
== -1){
373 This
->activeLights
[realLight
->glIndex
] = src
;
375 src
->glIndex
= realLight
->glIndex
;
383 /* Found a light, all done, proceed with next hash entry */
385 } else if(src
->changed
) {
386 /* Otherwise assign defaul params */
387 src
->OriginalParms
= WINED3D_default_light
;
389 /* Not enabled by default */
396 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
398 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
399 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
403 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
405 /* If not recorded, then update can just recapture */
406 if (This
->blockType
== WINED3DSBT_RECORDED
) {
408 /* Recorded => Only update 'changed' values */
409 if (This
->changed
.vertexShader
&& This
->vertexShader
!= targetStateBlock
->vertexShader
) {
410 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
412 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
413 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
414 This
->vertexShader
= targetStateBlock
->vertexShader
;
417 /* Vertex Shader Float Constants */
418 for (j
= 0; j
< This
->num_contained_vs_consts_f
; ++j
) {
419 i
= This
->contained_vs_consts_f
[j
];
420 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This
, targetStateBlock
, i
,
421 targetStateBlock
->vertexShaderConstantF
[i
* 4],
422 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1],
423 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2],
424 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3]);
426 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
427 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
428 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
429 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
432 /* Vertex Shader Integer Constants */
433 for (j
= 0; j
< This
->num_contained_vs_consts_i
; ++j
) {
434 i
= This
->contained_vs_consts_i
[j
];
435 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This
, targetStateBlock
, i
,
436 targetStateBlock
->vertexShaderConstantI
[i
* 4],
437 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1],
438 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2],
439 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3]);
441 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
442 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
443 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
444 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
447 /* Vertex Shader Boolean Constants */
448 for (j
= 0; j
< This
->num_contained_vs_consts_b
; ++j
) {
449 i
= This
->contained_vs_consts_b
[j
];
450 TRACE("Setting %p from %p %u to %s\n", This
, targetStateBlock
, i
,
451 targetStateBlock
->vertexShaderConstantB
[i
] ? "TRUE" : "FALSE");
453 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
456 /* Pixel Shader Float Constants */
457 for (j
= 0; j
< This
->num_contained_ps_consts_f
; ++j
) {
458 i
= This
->contained_ps_consts_f
[j
];
459 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This
, targetStateBlock
, i
,
460 targetStateBlock
->pixelShaderConstantF
[i
* 4],
461 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1],
462 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2],
463 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3]);
465 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
466 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
467 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
468 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
471 /* Pixel Shader Integer Constants */
472 for (j
= 0; j
< This
->num_contained_ps_consts_i
; ++j
) {
473 i
= This
->contained_ps_consts_i
[j
];
474 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This
, targetStateBlock
, i
,
475 targetStateBlock
->pixelShaderConstantI
[i
* 4],
476 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1],
477 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2],
478 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3]);
480 This
->pixelShaderConstantI
[i
* 4] = targetStateBlock
->pixelShaderConstantI
[i
* 4];
481 This
->pixelShaderConstantI
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1];
482 This
->pixelShaderConstantI
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2];
483 This
->pixelShaderConstantI
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3];
486 /* Pixel Shader Boolean Constants */
487 for (j
= 0; j
< This
->num_contained_ps_consts_b
; ++j
) {
488 i
= This
->contained_ps_consts_b
[j
];
489 TRACE("Setting %p from %p %u to %s\n", This
, targetStateBlock
, i
,
490 targetStateBlock
->pixelShaderConstantB
[i
] ? "TRUE" : "FALSE");
492 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
495 /* Others + Render & Texture */
496 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
497 TRACE("Updating transform %u\n", i
);
498 This
->transforms
[This
->contained_transform_states
[i
]] =
499 targetStateBlock
->transforms
[This
->contained_transform_states
[i
]];
502 if (This
->changed
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
503 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
504 TRACE("Updating pIndexData to %p, baseVertexIndex to %d\n",
505 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
506 if(targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
507 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
508 This
->pIndexData
= targetStateBlock
->pIndexData
;
509 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
512 if(This
->changed
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
513 TRACE("Updating vertex declaration from %p to %p\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
515 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
518 if (This
->changed
.material
&& memcmp(&targetStateBlock
->material
,
520 sizeof(WINED3DMATERIAL
)) != 0) {
521 TRACE("Updating material\n");
522 This
->material
= targetStateBlock
->material
;
525 if (This
->changed
.viewport
&& memcmp(&targetStateBlock
->viewport
,
527 sizeof(WINED3DVIEWPORT
)) != 0) {
528 TRACE("Updating viewport\n");
529 This
->viewport
= targetStateBlock
->viewport
;
532 if(This
->changed
.scissorRect
&& memcmp(&targetStateBlock
->scissorRect
,
534 sizeof(targetStateBlock
->scissorRect
)))
536 TRACE("Updating scissor rect\n");
537 targetStateBlock
->scissorRect
= This
->scissorRect
;
540 map
= This
->changed
.streamSource
;
541 for (i
= 0; map
; map
>>= 1, ++i
)
543 if (!(map
& 1)) continue;
545 if (This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]
546 || This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
])
548 TRACE("Updating stream source %u to %p, stride to %u\n",
549 i
, targetStateBlock
->streamSource
[i
], targetStateBlock
->streamStride
[i
]);
550 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
551 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
552 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
553 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
557 map
= This
->changed
.streamFreq
;
558 for (i
= 0; map
; map
>>= 1, ++i
)
560 if (!(map
& 1)) continue;
562 if (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
563 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])
565 TRACE("Updating stream frequency %u to %u flags to %#x\n",
566 i
, targetStateBlock
->streamFreq
[i
], targetStateBlock
->streamFlags
[i
]);
567 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
568 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
572 map
= This
->changed
.clipplane
;
573 for (i
= 0; map
; map
>>= 1, ++i
)
575 if (!(map
& 1)) continue;
577 if (memcmp(targetStateBlock
->clipplane
[i
], This
->clipplane
[i
], sizeof(*This
->clipplane
)))
579 TRACE("Updating clipplane %u\n", i
);
580 memcpy(This
->clipplane
[i
], targetStateBlock
->clipplane
[i
], sizeof(*This
->clipplane
));
585 for (i
= 0; i
< This
->num_contained_render_states
; i
++) {
586 TRACE("Updating renderState %u to %u\n", This
->contained_render_states
[i
],
587 targetStateBlock
->renderState
[This
->contained_render_states
[i
]]);
588 This
->renderState
[This
->contained_render_states
[i
]] = targetStateBlock
->renderState
[This
->contained_render_states
[i
]];
592 for (j
= 0; j
< This
->num_contained_tss_states
; j
++) {
593 DWORD stage
= This
->contained_tss_states
[j
].stage
;
594 DWORD state
= This
->contained_tss_states
[j
].state
;
596 TRACE("Updating texturestage state %u, %u to %u (was %u)\n", stage
, state
,
597 targetStateBlock
->textureState
[stage
][state
], This
->textureState
[stage
][state
]);
598 This
->textureState
[stage
][state
] = targetStateBlock
->textureState
[stage
][state
];
602 /* TODO: move over to using memcpy */
603 map
= This
->changed
.textures
;
604 for (i
= 0; map
; map
>>= 1, ++i
)
606 if (!(map
& 1)) continue;
608 TRACE("Updating texture %u to %p (was %p)\n", i
, targetStateBlock
->textures
[i
], This
->textures
[i
]);
609 This
->textures
[i
] = targetStateBlock
->textures
[i
];
612 for (j
= 0; j
< This
->num_contained_sampler_states
; j
++) {
613 DWORD stage
= This
->contained_sampler_states
[j
].stage
;
614 DWORD state
= This
->contained_sampler_states
[j
].state
;
615 TRACE("Updating sampler state %u, %u to %u (was %u)\n", stage
, state
,
616 targetStateBlock
->samplerState
[stage
][state
], This
->samplerState
[stage
][state
]);
617 This
->samplerState
[stage
][state
] = targetStateBlock
->samplerState
[stage
][state
];
619 if(This
->changed
.pixelShader
&& This
->pixelShader
!= targetStateBlock
->pixelShader
) {
620 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
621 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
622 This
->pixelShader
= targetStateBlock
->pixelShader
;
625 record_lights(This
, targetStateBlock
);
626 } else if(This
->blockType
== WINED3DSBT_ALL
) {
627 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
628 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
629 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
630 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
631 memcpy(This
->streamStride
, targetStateBlock
->streamStride
, sizeof(This
->streamStride
));
632 memcpy(This
->streamOffset
, targetStateBlock
->streamOffset
, sizeof(This
->streamOffset
));
633 memcpy(This
->streamFreq
, targetStateBlock
->streamFreq
, sizeof(This
->streamFreq
));
634 memcpy(This
->streamFlags
, targetStateBlock
->streamFlags
, sizeof(This
->streamFlags
));
635 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
636 memcpy(This
->transforms
, targetStateBlock
->transforms
, sizeof(This
->transforms
));
637 record_lights(This
, targetStateBlock
);
638 memcpy(This
->clipplane
, targetStateBlock
->clipplane
, sizeof(This
->clipplane
));
639 This
->clip_status
= targetStateBlock
->clip_status
;
640 This
->viewport
= targetStateBlock
->viewport
;
641 This
->material
= targetStateBlock
->material
;
642 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
643 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
644 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
645 memcpy(This
->renderState
, targetStateBlock
->renderState
, sizeof(This
->renderState
));
646 memcpy(This
->textures
, targetStateBlock
->textures
, sizeof(This
->textures
));
647 memcpy(This
->textureState
, targetStateBlock
->textureState
, sizeof(This
->textureState
));
648 memcpy(This
->samplerState
, targetStateBlock
->samplerState
, sizeof(This
->samplerState
));
649 This
->scissorRect
= targetStateBlock
->scissorRect
;
651 if(targetStateBlock
->pIndexData
!= This
->pIndexData
) {
652 if(targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
653 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
654 This
->pIndexData
= targetStateBlock
->pIndexData
;
656 for(i
= 0; i
< MAX_STREAMS
; i
++) {
657 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
658 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
659 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
660 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
663 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
664 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
665 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
666 This
->vertexShader
= targetStateBlock
->vertexShader
;
668 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
669 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
670 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
671 This
->pixelShader
= targetStateBlock
->pixelShader
;
673 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
674 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
675 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
676 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
677 record_lights(This
, targetStateBlock
);
678 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
679 This
->renderState
[SavedVertexStates_R
[i
]] = targetStateBlock
->renderState
[SavedVertexStates_R
[i
]];
681 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
682 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
683 This
->samplerState
[j
][SavedVertexStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]];
686 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
687 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
688 This
->textureState
[j
][SavedVertexStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedVertexStates_R
[i
]];
691 for(i
= 0; i
< MAX_STREAMS
; i
++) {
692 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
693 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
694 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
695 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
698 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
699 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
700 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
701 This
->vertexShader
= targetStateBlock
->vertexShader
;
703 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
704 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
705 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
706 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
707 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
708 This
->renderState
[SavedPixelStates_R
[i
]] = targetStateBlock
->renderState
[SavedPixelStates_R
[i
]];
710 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
711 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
712 This
->samplerState
[j
][SavedPixelStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]];
715 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
716 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
717 This
->textureState
[j
][SavedPixelStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedPixelStates_R
[i
]];
720 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
721 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
722 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
723 This
->pixelShader
= targetStateBlock
->pixelShader
;
727 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
732 static inline void apply_lights(IWineD3DDevice
*pDevice
, IWineD3DStateBlockImpl
*This
) {
734 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
737 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
738 const PLIGHTINFOEL
*light
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
);
741 IWineD3DDevice_SetLight(pDevice
, light
->OriginalIndex
, &light
->OriginalParms
);
743 if(light
->enabledChanged
) {
744 IWineD3DDevice_SetLightEnable(pDevice
, light
->OriginalIndex
, light
->glIndex
!= -1);
750 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
751 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
752 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
754 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
755 should really perform a delta so that only the changes get updated*/
761 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
763 TRACE("Blocktype: %d\n", This
->blockType
);
765 if(This
->blockType
== WINED3DSBT_RECORDED
) {
766 if (This
->changed
.vertexShader
) {
767 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
769 /* Vertex Shader Constants */
770 for (i
= 0; i
< This
->num_contained_vs_consts_f
; i
++) {
771 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, This
->contained_vs_consts_f
[i
],
772 This
->vertexShaderConstantF
+ This
->contained_vs_consts_f
[i
] * 4, 1);
774 for (i
= 0; i
< This
->num_contained_vs_consts_i
; i
++) {
775 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, This
->contained_vs_consts_i
[i
],
776 This
->vertexShaderConstantI
+ This
->contained_vs_consts_i
[i
] * 4, 1);
778 for (i
= 0; i
< This
->num_contained_vs_consts_b
; i
++) {
779 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, This
->contained_vs_consts_b
[i
],
780 This
->vertexShaderConstantB
+ This
->contained_vs_consts_b
[i
], 1);
783 apply_lights(pDevice
, This
);
785 if (This
->changed
.pixelShader
) {
786 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
788 /* Pixel Shader Constants */
789 for (i
= 0; i
< This
->num_contained_ps_consts_f
; i
++) {
790 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, This
->contained_ps_consts_f
[i
],
791 This
->pixelShaderConstantF
+ This
->contained_ps_consts_f
[i
] * 4, 1);
793 for (i
= 0; i
< This
->num_contained_ps_consts_i
; i
++) {
794 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, This
->contained_ps_consts_i
[i
],
795 This
->pixelShaderConstantI
+ This
->contained_ps_consts_i
[i
] * 4, 1);
797 for (i
= 0; i
< This
->num_contained_ps_consts_b
; i
++) {
798 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, This
->contained_ps_consts_b
[i
],
799 This
->pixelShaderConstantB
+ This
->contained_ps_consts_b
[i
], 1);
803 for (i
= 0; i
<= This
->num_contained_render_states
; i
++) {
804 IWineD3DDevice_SetRenderState(pDevice
, This
->contained_render_states
[i
],
805 This
->renderState
[This
->contained_render_states
[i
]]);
808 for (i
= 0; i
< This
->num_contained_tss_states
; i
++) {
809 DWORD stage
= This
->contained_tss_states
[i
].stage
;
810 DWORD state
= This
->contained_tss_states
[i
].state
;
811 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[stage
][state
] = This
->textureState
[stage
][state
];
812 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[stage
] |= 1 << state
;
813 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
814 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_TEXTURESTAGE(stage
, state
));
817 for (i
= 0; i
< This
->num_contained_sampler_states
; i
++) {
818 DWORD stage
= This
->contained_sampler_states
[i
].stage
;
819 DWORD state
= This
->contained_sampler_states
[i
].state
;
820 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[stage
][state
] = This
->samplerState
[stage
][state
];
821 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[stage
] |= 1 << state
;
822 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_SAMPLER(stage
));
825 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
826 IWineD3DDevice_SetTransform(pDevice
, This
->contained_transform_states
[i
],
827 &This
->transforms
[This
->contained_transform_states
[i
]]);
830 if (This
->changed
.indices
) {
831 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
832 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
835 if (This
->changed
.vertexDecl
) {
836 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
839 if (This
->changed
.material
) {
840 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
843 if (This
->changed
.viewport
) {
844 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
847 if (This
->changed
.scissorRect
) {
848 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
851 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
852 map
= This
->changed
.streamSource
;
853 for (i
= 0; map
; map
>>= 1, ++i
)
855 if (map
& 1) IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
858 map
= This
->changed
.streamFreq
;
859 for (i
= 0; map
; map
>>= 1, ++i
)
861 if (map
& 1) IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
864 map
= This
->changed
.textures
;
865 for (i
= 0; map
; map
>>= 1, ++i
)
867 if (!(map
& 1)) continue;
869 if (i
< MAX_FRAGMENT_SAMPLERS
) IWineD3DDevice_SetTexture(pDevice
, i
, This
->textures
[i
]);
870 else IWineD3DDevice_SetTexture(pDevice
, WINED3DVERTEXTEXTURESAMPLER0
+ i
- MAX_FRAGMENT_SAMPLERS
,
874 map
= This
->changed
.clipplane
;
875 for (i
= 0; map
; map
>>= 1, ++i
)
879 if (!(map
& 1)) continue;
881 clip
[0] = This
->clipplane
[i
][0];
882 clip
[1] = This
->clipplane
[i
][1];
883 clip
[2] = This
->clipplane
[i
][2];
884 clip
[3] = This
->clipplane
[i
][3];
885 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
887 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
888 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
889 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
890 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
891 This
->vertexShaderConstantF
+ i
* 4, 1);
893 for (i
= 0; i
< MAX_CONST_I
; i
++) {
894 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
895 This
->vertexShaderConstantI
+ i
* 4, 1);
897 for (i
= 0; i
< MAX_CONST_B
; i
++) {
898 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
899 This
->vertexShaderConstantB
+ i
, 1);
902 apply_lights(pDevice
, This
);
904 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
905 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
907 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
908 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
909 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedVertexStates_T
[i
],
910 This
->textureState
[j
][SavedVertexStates_T
[i
]]);
914 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
915 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
916 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedVertexStates_S
[i
],
917 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
920 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
921 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
922 IWineD3DDevice_SetSamplerState(pDevice
,
923 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
924 SavedVertexStates_S
[i
],
925 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
928 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
929 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
930 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
931 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
932 This
->pixelShaderConstantF
+ i
* 4, 1);
934 for (i
= 0; i
< MAX_CONST_I
; i
++) {
935 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
936 This
->pixelShaderConstantI
+ i
* 4, 1);
938 for (i
= 0; i
< MAX_CONST_B
; i
++) {
939 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
940 This
->pixelShaderConstantB
+ i
, 1);
943 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
944 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
946 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
947 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
948 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedPixelStates_T
[i
],
949 This
->textureState
[j
][SavedPixelStates_T
[i
]]);
953 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
954 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
955 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedPixelStates_S
[i
],
956 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
959 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
960 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
961 IWineD3DDevice_SetSamplerState(pDevice
,
962 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
963 SavedPixelStates_S
[i
],
964 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
967 } else if(This
->blockType
== WINED3DSBT_ALL
) {
968 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
969 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
970 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
971 This
->vertexShaderConstantF
+ i
* 4, 1);
973 for (i
= 0; i
< MAX_CONST_I
; i
++) {
974 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
975 This
->vertexShaderConstantI
+ i
* 4, 1);
977 for (i
= 0; i
< MAX_CONST_B
; i
++) {
978 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
979 This
->vertexShaderConstantB
+ i
, 1);
982 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
983 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
984 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
985 This
->pixelShaderConstantF
+ i
* 4, 1);
987 for (i
= 0; i
< MAX_CONST_I
; i
++) {
988 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
989 This
->pixelShaderConstantI
+ i
* 4, 1);
991 for (i
= 0; i
< MAX_CONST_B
; i
++) {
992 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
993 This
->pixelShaderConstantB
+ i
, 1);
996 apply_lights(pDevice
, This
);
998 for(i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
999 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
1001 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
1002 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
1004 IWineD3DDevice_SetTextureStageState(pDevice
, j
, i
, This
->textureState
[j
][i
]);
1008 /* Skip unused values between TEXTURE8 and WORLD0 ? */
1009 for(i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
1010 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
1012 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
1013 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
1014 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
1015 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
1016 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
1017 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
1019 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
1020 for (i
=0; i
<MAX_STREAMS
; i
++) {
1021 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
1022 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
1024 for (j
= 0 ; j
< MAX_COMBINED_SAMPLERS
; j
++){
1025 UINT sampler
= j
< MAX_FRAGMENT_SAMPLERS
? j
: WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
;
1027 IWineD3DDevice_SetTexture(pDevice
, sampler
, This
->textures
[j
]);
1028 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; ++i
)
1030 IWineD3DDevice_SetSamplerState(pDevice
, sampler
, i
, This
->samplerState
[j
][i
]);
1033 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
1036 clip
[0] = This
->clipplane
[i
][0];
1037 clip
[1] = This
->clipplane
[i
][1];
1038 clip
[2] = This
->clipplane
[i
][2];
1039 clip
[3] = This
->clipplane
[i
][3];
1040 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
1044 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= MAX_TEXTURES
- 1;
1045 for(j
= 0; j
< MAX_TEXTURES
- 1; j
++) {
1046 if(((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
) {
1047 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= j
;
1051 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
1056 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
1057 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
1058 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
1059 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
1061 WINED3DLINEPATTERN lp
;
1069 IWineD3DSwapChain
*swapchain
;
1070 IWineD3DSurface
*backbuffer
;
1071 WINED3DSURFACE_DESC desc
= {0};
1076 /* Note this may have a large overhead but it should only be executed
1077 once, in order to initialize the complete state of the device and
1078 all opengl equivalents */
1079 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, This
->wineD3DDevice
);
1080 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1081 This
->blockType
= WINED3DSBT_INIT
;
1083 /* Set some of the defaults for lights, transforms etc */
1084 memcpy(&This
->transforms
[WINED3DTS_PROJECTION
], identity
, sizeof(identity
));
1085 memcpy(&This
->transforms
[WINED3DTS_VIEW
], identity
, sizeof(identity
));
1086 for (i
= 0; i
< 256; ++i
) {
1087 memcpy(&This
->transforms
[WINED3DTS_WORLDMATRIX(i
)], identity
, sizeof(identity
));
1090 TRACE("Render states\n");
1091 /* Render states: */
1092 if (ThisDevice
->auto_depth_stencil_buffer
!= NULL
) {
1093 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_TRUE
);
1095 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_FALSE
);
1097 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, WINED3DFILL_SOLID
);
1098 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, WINED3DSHADE_GOURAUD
);
1099 lp
.lp
.wRepeatFactor
= 0;
1100 lp
.lp
.wLinePattern
= 0;
1101 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
1102 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
1103 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
1104 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
1105 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, WINED3DBLEND_ONE
);
1106 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, WINED3DBLEND_ZERO
);
1107 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, WINED3DCULL_CCW
);
1108 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, WINED3DCMP_LESSEQUAL
);
1109 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, WINED3DCMP_ALWAYS
);
1110 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0);
1111 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
1112 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
1113 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
1114 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
1115 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
1116 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
1117 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, WINED3DFOG_NONE
);
1119 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
1121 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
1123 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
1124 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
1125 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
1126 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
1127 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
1128 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1129 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1130 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1131 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILREF
, 0);
1132 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILMASK
, 0xFFFFFFFF);
1133 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1134 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
1135 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
1136 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
1137 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
1138 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
1139 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
1140 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
1141 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
1142 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
1143 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
1144 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
1145 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
1146 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
1147 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, WINED3DFOG_NONE
);
1148 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
1149 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
1150 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
1151 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, WINED3DMCS_COLOR1
);
1152 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, WINED3DMCS_COLOR2
);
1153 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1154 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1155 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, WINED3DVBF_DISABLE
);
1156 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
1157 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
1159 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
1160 tmpfloat
.f
= ((IWineD3DImpl
*)This
->wineD3DDevice
->wineD3D
)->dxVersion
< 9 ? 0.0f
: 1.0f
;
1161 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
1162 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
1163 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
1165 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
1167 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
1169 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, tmpfloat
.d
);
1170 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
1171 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
1172 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, WINED3DPATCHEDGE_DISCRETE
);
1174 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
1175 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
1176 tmpfloat
.f
= GL_LIMITS(pointsize
);
1177 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
1178 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
1179 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
1181 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
1182 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, WINED3DBLENDOP_ADD
);
1183 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
1184 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
1185 /* states new in d3d9 */
1186 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
1187 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
1189 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
1190 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
1191 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
1193 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
1194 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
1196 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
1198 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
1199 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
1200 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
1201 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1202 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1203 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1204 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1205 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
1206 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
1207 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
1208 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
1209 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
1210 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
1211 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
1212 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
1213 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
1214 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
1215 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
1216 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
1217 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
1218 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
1219 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
1220 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, WINED3DBLEND_ONE
);
1221 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, WINED3DBLEND_ZERO
);
1222 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, WINED3DBLENDOP_ADD
);
1224 /* clipping status */
1225 This
->clip_status
.ClipUnion
= 0;
1226 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
1228 /* Texture Stage States - Put directly into state block, we will call function below */
1229 for (i
= 0; i
< MAX_TEXTURES
; i
++) {
1230 TRACE("Setting up default texture states for texture Stage %d\n", i
);
1231 memcpy(&This
->transforms
[WINED3DTS_TEXTURE0
+ i
], identity
, sizeof(identity
));
1232 This
->textureState
[i
][WINED3DTSS_COLOROP
] = (i
==0)? WINED3DTOP_MODULATE
: WINED3DTOP_DISABLE
;
1233 This
->textureState
[i
][WINED3DTSS_COLORARG1
] = WINED3DTA_TEXTURE
;
1234 This
->textureState
[i
][WINED3DTSS_COLORARG2
] = WINED3DTA_CURRENT
;
1235 This
->textureState
[i
][WINED3DTSS_ALPHAOP
] = (i
==0)? WINED3DTOP_SELECTARG1
: WINED3DTOP_DISABLE
;
1236 This
->textureState
[i
][WINED3DTSS_ALPHAARG1
] = WINED3DTA_TEXTURE
;
1237 This
->textureState
[i
][WINED3DTSS_ALPHAARG2
] = WINED3DTA_CURRENT
;
1238 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
] = 0;
1239 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT01
] = 0;
1240 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT10
] = 0;
1241 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT11
] = 0;
1242 This
->textureState
[i
][WINED3DTSS_TEXCOORDINDEX
] = i
;
1243 This
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
] = 0;
1244 This
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
] = 0;
1245 This
->textureState
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] = WINED3DTTFF_DISABLE
;
1246 This
->textureState
[i
][WINED3DTSS_COLORARG0
] = WINED3DTA_CURRENT
;
1247 This
->textureState
[i
][WINED3DTSS_ALPHAARG0
] = WINED3DTA_CURRENT
;
1248 This
->textureState
[i
][WINED3DTSS_RESULTARG
] = WINED3DTA_CURRENT
;
1250 This
->lowest_disabled_stage
= 1;
1253 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; i
++) {
1254 TRACE("Setting up default samplers states for sampler %d\n", i
);
1255 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
1256 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
1257 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1258 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
1259 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1260 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1261 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1262 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1263 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1264 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1265 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0;
1266 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
1267 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 0; /* TODO: Vertex offset in the presampled displacement map */
1270 for(i
= 0; i
< GL_LIMITS(textures
); i
++) {
1271 /* Note: This avoids calling SetTexture, so pretend it has been called */
1272 This
->changed
.textures
|= 1 << i
;
1273 This
->textures
[i
] = NULL
;
1276 /* Set the default scissor rect values */
1277 desc
.Width
= &width
;
1278 desc
.Height
= &height
;
1280 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1281 hr
= IWineD3DDevice_GetSwapChain(device
, 0, &swapchain
);
1282 if( hr
== WINED3D_OK
&& swapchain
!= NULL
) {
1285 hr
= IWineD3DSwapChain_GetBackBuffer(swapchain
, 0, WINED3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
1286 if( hr
== WINED3D_OK
&& backbuffer
!= NULL
) {
1287 IWineD3DSurface_GetDesc(backbuffer
, &desc
);
1288 IWineD3DSurface_Release(backbuffer
);
1290 scissorrect
.left
= 0;
1291 scissorrect
.right
= width
;
1292 scissorrect
.top
= 0;
1293 scissorrect
.bottom
= height
;
1294 hr
= IWineD3DDevice_SetScissorRect(device
, &scissorrect
);
1295 if( hr
!= WINED3D_OK
) {
1296 ERR("This should never happen, expect rendering issues!\n");
1300 /* Set the default viewport */
1303 vp
.Width
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferWidth
;
1304 vp
.Height
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferHeight
;
1307 IWineD3DDevice_SetViewport(device
, &vp
);
1309 IWineD3DSwapChain_Release(swapchain
);
1312 TRACE("-----------------------> Device defaults now set up...\n");
1316 /**********************************************************
1317 * IWineD3DStateBlock VTbl follows
1318 **********************************************************/
1320 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1323 IWineD3DStateBlockImpl_QueryInterface
,
1324 IWineD3DStateBlockImpl_AddRef
,
1325 IWineD3DStateBlockImpl_Release
,
1326 /* IWineD3DStateBlock */
1327 IWineD3DStateBlockImpl_GetParent
,
1328 IWineD3DStateBlockImpl_GetDevice
,
1329 IWineD3DStateBlockImpl_Capture
,
1330 IWineD3DStateBlockImpl_Apply
,
1331 IWineD3DStateBlockImpl_InitStartupStateBlock