2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
34 /** Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
37 HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
) {
39 IWineD3DStateBlockImpl
*This
= object
;
41 /* Allocate space for floating point constants */
42 object
->pixelShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
43 if (!object
->pixelShaderConstantF
) goto fail
;
45 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(pshader_constantsF
));
46 if (!object
->changed
.pixelShaderConstantsF
) goto fail
;
48 object
->vertexShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
49 if (!object
->vertexShaderConstantF
) goto fail
;
51 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(vshader_constantsF
));
52 if (!object
->changed
.vertexShaderConstantsF
) goto fail
;
54 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(vshader_constantsF
));
55 if (!object
->contained_vs_consts_f
) goto fail
;
57 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(pshader_constantsF
));
58 if (!object
->contained_ps_consts_f
) goto fail
;
63 ERR("Failed to allocate memory\n");
64 HeapFree(GetProcessHeap(), 0, object
->pixelShaderConstantF
);
65 HeapFree(GetProcessHeap(), 0, object
->changed
.pixelShaderConstantsF
);
66 HeapFree(GetProcessHeap(), 0, object
->vertexShaderConstantF
);
67 HeapFree(GetProcessHeap(), 0, object
->changed
.vertexShaderConstantsF
);
68 HeapFree(GetProcessHeap(), 0, object
->contained_vs_consts_f
);
69 HeapFree(GetProcessHeap(), 0, object
->contained_ps_consts_f
);
73 /** Copy all members of one stateblock to another */
74 static void stateblock_savedstates_copy(IWineD3DStateBlock
* iface
, SAVEDSTATES
*dest
, const SAVEDSTATES
*source
)
76 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
77 unsigned bsize
= sizeof(BOOL
);
80 dest
->primitive_type
= source
->primitive_type
;
81 dest
->indices
= source
->indices
;
82 dest
->material
= source
->material
;
83 dest
->viewport
= source
->viewport
;
84 dest
->vertexDecl
= source
->vertexDecl
;
85 dest
->pixelShader
= source
->pixelShader
;
86 dest
->vertexShader
= source
->vertexShader
;
87 dest
->scissorRect
= dest
->scissorRect
;
89 /* Fixed size arrays */
90 dest
->streamSource
= source
->streamSource
;
91 dest
->streamFreq
= source
->streamFreq
;
92 dest
->textures
= source
->textures
;
93 memcpy(dest
->transform
, source
->transform
, sizeof(source
->transform
));
94 memcpy(dest
->renderState
, source
->renderState
, sizeof(source
->renderState
));
95 memcpy(dest
->textureState
, source
->textureState
, sizeof(source
->textureState
));
96 memcpy(dest
->samplerState
, source
->samplerState
, sizeof(source
->samplerState
));
97 dest
->clipplane
= source
->clipplane
;
98 dest
->pixelShaderConstantsB
= source
->pixelShaderConstantsB
;
99 dest
->pixelShaderConstantsI
= source
->pixelShaderConstantsI
;
100 dest
->vertexShaderConstantsB
= source
->vertexShaderConstantsB
;
101 dest
->vertexShaderConstantsI
= source
->vertexShaderConstantsI
;
103 /* Dynamically sized arrays */
104 memcpy(dest
->pixelShaderConstantsF
, source
->pixelShaderConstantsF
, bsize
* GL_LIMITS(pshader_constantsF
));
105 memcpy(dest
->vertexShaderConstantsF
, source
->vertexShaderConstantsF
, bsize
* GL_LIMITS(vshader_constantsF
));
108 static inline void stateblock_set_bits(DWORD
*map
, UINT map_size
)
110 DWORD mask
= (1 << (map_size
& 0x1f)) - 1;
111 memset(map
, 0xff, (map_size
>> 5) * sizeof(*map
));
112 if (mask
) map
[map_size
>> 5] = mask
;
115 /** Set all members of a stateblock savedstate to the given value */
116 void stateblock_savedstates_set(
117 IWineD3DStateBlock
* iface
,
121 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
122 unsigned bsize
= sizeof(BOOL
);
125 states
->primitive_type
= value
;
126 states
->indices
= value
;
127 states
->material
= value
;
128 states
->viewport
= value
;
129 states
->vertexDecl
= value
;
130 states
->pixelShader
= value
;
131 states
->vertexShader
= value
;
132 states
->scissorRect
= value
;
134 /* Fixed size arrays */
138 states
->streamSource
= 0xffff;
139 states
->streamFreq
= 0xffff;
140 states
->textures
= 0xfffff;
141 stateblock_set_bits(states
->transform
, HIGHEST_TRANSFORMSTATE
+ 1);
142 stateblock_set_bits(states
->renderState
, WINEHIGHEST_RENDER_STATE
+ 1);
143 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = 0x3ffff;
144 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = 0x3fff;
145 states
->clipplane
= 0xffffffff;
146 states
->pixelShaderConstantsB
= 0xffff;
147 states
->pixelShaderConstantsI
= 0xffff;
148 states
->vertexShaderConstantsB
= 0xffff;
149 states
->vertexShaderConstantsI
= 0xffff;
153 states
->streamSource
= 0;
154 states
->streamFreq
= 0;
155 states
->textures
= 0;
156 memset(states
->transform
, 0, sizeof(states
->transform
));
157 memset(states
->renderState
, 0, sizeof(states
->renderState
));
158 memset(states
->textureState
, 0, sizeof(states
->textureState
));
159 memset(states
->samplerState
, 0, sizeof(states
->samplerState
));
160 states
->clipplane
= 0;
161 states
->pixelShaderConstantsB
= 0;
162 states
->pixelShaderConstantsI
= 0;
163 states
->vertexShaderConstantsB
= 0;
164 states
->vertexShaderConstantsI
= 0;
167 /* Dynamically sized arrays */
168 memset(states
->pixelShaderConstantsF
, value
, bsize
* GL_LIMITS(pshader_constantsF
));
169 memset(states
->vertexShaderConstantsF
, value
, bsize
* GL_LIMITS(vshader_constantsF
));
172 void stateblock_copy(
173 IWineD3DStateBlock
* destination
,
174 IWineD3DStateBlock
* source
) {
177 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)source
;
178 IWineD3DStateBlockImpl
*Dest
= (IWineD3DStateBlockImpl
*)destination
;
180 /* IUnknown fields */
181 Dest
->lpVtbl
= This
->lpVtbl
;
182 Dest
->ref
= This
->ref
;
184 /* IWineD3DStateBlock information */
185 Dest
->parent
= This
->parent
;
186 Dest
->wineD3DDevice
= This
->wineD3DDevice
;
187 Dest
->blockType
= This
->blockType
;
190 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
193 Dest
->gl_primitive_type
= This
->gl_primitive_type
;
194 Dest
->vertexDecl
= This
->vertexDecl
;
195 Dest
->vertexShader
= This
->vertexShader
;
196 Dest
->streamIsUP
= This
->streamIsUP
;
197 Dest
->pIndexData
= This
->pIndexData
;
198 Dest
->IndexFmt
= This
->IndexFmt
;
199 Dest
->baseVertexIndex
= This
->baseVertexIndex
;
200 /* Dest->lights = This->lights; */
201 Dest
->clip_status
= This
->clip_status
;
202 Dest
->viewport
= This
->viewport
;
203 Dest
->material
= This
->material
;
204 Dest
->pixelShader
= This
->pixelShader
;
205 Dest
->scissorRect
= This
->scissorRect
;
208 memset(This
->activeLights
, 0, sizeof(This
->activeLights
));
209 for(l
= 0; l
< LIGHTMAP_SIZE
; l
++) {
210 struct list
*e1
, *e2
;
211 LIST_FOR_EACH_SAFE(e1
, e2
, &Dest
->lightMap
[l
]) {
212 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
213 list_remove(&light
->entry
);
214 HeapFree(GetProcessHeap(), 0, light
);
217 LIST_FOR_EACH(e1
, &This
->lightMap
[l
]) {
218 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
), *light2
;
219 light2
= HeapAlloc(GetProcessHeap(), 0, sizeof(*light
));
221 list_add_tail(&Dest
->lightMap
[l
], &light2
->entry
);
222 if(light2
->glIndex
!= -1) Dest
->activeLights
[light2
->glIndex
] = light2
;
226 /* Fixed size arrays */
227 memcpy(Dest
->vertexShaderConstantB
, This
->vertexShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
228 memcpy(Dest
->vertexShaderConstantI
, This
->vertexShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
229 memcpy(Dest
->pixelShaderConstantB
, This
->pixelShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
230 memcpy(Dest
->pixelShaderConstantI
, This
->pixelShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
232 memcpy(Dest
->streamStride
, This
->streamStride
, sizeof(UINT
) * MAX_STREAMS
);
233 memcpy(Dest
->streamOffset
, This
->streamOffset
, sizeof(UINT
) * MAX_STREAMS
);
234 memcpy(Dest
->streamSource
, This
->streamSource
, sizeof(IWineD3DBuffer
*) * MAX_STREAMS
);
235 memcpy(Dest
->streamFreq
, This
->streamFreq
, sizeof(UINT
) * MAX_STREAMS
);
236 memcpy(Dest
->streamFlags
, This
->streamFlags
, sizeof(UINT
) * MAX_STREAMS
);
237 memcpy(Dest
->transforms
, This
->transforms
, sizeof(WINED3DMATRIX
) * (HIGHEST_TRANSFORMSTATE
+ 1));
238 memcpy(Dest
->clipplane
, This
->clipplane
, sizeof(double) * MAX_CLIPPLANES
* 4);
239 memcpy(Dest
->renderState
, This
->renderState
, sizeof(DWORD
) * (WINEHIGHEST_RENDER_STATE
+ 1));
240 memcpy(Dest
->textures
, This
->textures
, sizeof(IWineD3DBaseTexture
*) * MAX_COMBINED_SAMPLERS
);
241 memcpy(Dest
->textureState
, This
->textureState
, sizeof(DWORD
) * MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
242 memcpy(Dest
->samplerState
, This
->samplerState
, sizeof(DWORD
) * MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
244 /* Dynamically sized arrays */
245 memcpy(Dest
->vertexShaderConstantF
, This
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
246 memcpy(Dest
->pixelShaderConstantF
, This
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
249 /**********************************************************
250 * IWineD3DStateBlockImpl IUnknown parts follows
251 **********************************************************/
252 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
254 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
255 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
256 if (IsEqualGUID(riid
, &IID_IUnknown
)
257 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
258 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
)){
259 IUnknown_AddRef(iface
);
264 return E_NOINTERFACE
;
267 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
268 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
269 ULONG refCount
= InterlockedIncrement(&This
->ref
);
271 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
275 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
276 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
277 ULONG refCount
= InterlockedDecrement(&This
->ref
);
279 TRACE("(%p) : Releasing from %d\n", This
, refCount
+ 1);
284 /* type 0 represents the primary stateblock, so free all the resources */
285 if (This
->blockType
== WINED3DSBT_INIT
) {
286 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
287 for (counter
= 0; counter
< MAX_COMBINED_SAMPLERS
; counter
++) {
288 if (This
->textures
[counter
]) {
289 /* release our 'internal' hold on the texture */
290 if(0 != IWineD3DBaseTexture_Release(This
->textures
[counter
])) {
291 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter
, This
->textures
[counter
]);
297 for (counter
= 0; counter
< MAX_STREAMS
; counter
++) {
298 if(This
->streamSource
[counter
]) {
299 if (IWineD3DBuffer_Release(This
->streamSource
[counter
]))
301 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter
, This
->streamSource
[counter
]);
305 if(This
->pIndexData
) IWineD3DBuffer_Release(This
->pIndexData
);
306 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
307 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
309 for(counter
= 0; counter
< LIGHTMAP_SIZE
; counter
++) {
310 struct list
*e1
, *e2
;
311 LIST_FOR_EACH_SAFE(e1
, e2
, &This
->lightMap
[counter
]) {
312 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
313 list_remove(&light
->entry
);
314 HeapFree(GetProcessHeap(), 0, light
);
318 HeapFree(GetProcessHeap(), 0, This
->vertexShaderConstantF
);
319 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
320 HeapFree(GetProcessHeap(), 0, This
->pixelShaderConstantF
);
321 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
322 HeapFree(GetProcessHeap(), 0, This
->contained_vs_consts_f
);
323 HeapFree(GetProcessHeap(), 0, This
->contained_ps_consts_f
);
324 HeapFree(GetProcessHeap(), 0, This
);
329 /**********************************************************
330 * IWineD3DStateBlockImpl parts follows
331 **********************************************************/
332 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
333 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
334 IUnknown_AddRef(This
->parent
);
335 *pParent
= This
->parent
;
339 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
341 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
343 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
344 IWineD3DDevice_AddRef(*ppDevice
);
349 static inline void record_lights(IWineD3DStateBlockImpl
*This
, IWineD3DStateBlockImpl
*targetStateBlock
) {
352 /* Lights... For a recorded state block, we just had a chain of actions to perform,
353 * so we need to walk that chain and update any actions which differ
355 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
357 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
358 BOOL updated
= FALSE
;
359 PLIGHTINFOEL
*src
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
), *realLight
;
360 if(!src
->changed
|| !src
->enabledChanged
) continue;
362 /* Look up the light in the destination */
363 LIST_FOR_EACH(f
, &targetStateBlock
->lightMap
[i
]) {
364 realLight
= LIST_ENTRY(f
, PLIGHTINFOEL
, entry
);
365 if(realLight
->OriginalIndex
== src
->OriginalIndex
) {
367 src
->OriginalParms
= realLight
->OriginalParms
;
369 if(src
->enabledChanged
) {
370 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
371 * or disabled -> enabled -> disabled changes
373 if(realLight
->glIndex
== -1 && src
->glIndex
!= -1) {
375 This
->activeLights
[src
->glIndex
] = NULL
;
376 } else if(realLight
->glIndex
!= -1 && src
->glIndex
== -1){
378 This
->activeLights
[realLight
->glIndex
] = src
;
380 src
->glIndex
= realLight
->glIndex
;
388 /* Found a light, all done, proceed with next hash entry */
390 } else if(src
->changed
) {
391 /* Otherwise assign defaul params */
392 src
->OriginalParms
= WINED3D_default_light
;
394 /* Not enabled by default */
401 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
403 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
404 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
408 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
410 /* If not recorded, then update can just recapture */
411 if (This
->blockType
== WINED3DSBT_RECORDED
) {
413 /* Recorded => Only update 'changed' values */
414 if (This
->changed
.vertexShader
&& This
->vertexShader
!= targetStateBlock
->vertexShader
) {
415 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
417 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
418 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
419 This
->vertexShader
= targetStateBlock
->vertexShader
;
422 /* Vertex Shader Float Constants */
423 for (j
= 0; j
< This
->num_contained_vs_consts_f
; ++j
) {
424 i
= This
->contained_vs_consts_f
[j
];
425 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This
, targetStateBlock
, i
,
426 targetStateBlock
->vertexShaderConstantF
[i
* 4],
427 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1],
428 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2],
429 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3]);
431 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
432 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
433 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
434 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
437 /* Vertex Shader Integer Constants */
438 for (j
= 0; j
< This
->num_contained_vs_consts_i
; ++j
) {
439 i
= This
->contained_vs_consts_i
[j
];
440 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This
, targetStateBlock
, i
,
441 targetStateBlock
->vertexShaderConstantI
[i
* 4],
442 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1],
443 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2],
444 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3]);
446 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
447 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
448 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
449 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
452 /* Vertex Shader Boolean Constants */
453 for (j
= 0; j
< This
->num_contained_vs_consts_b
; ++j
) {
454 i
= This
->contained_vs_consts_b
[j
];
455 TRACE("Setting %p from %p %u to %s\n", This
, targetStateBlock
, i
,
456 targetStateBlock
->vertexShaderConstantB
[i
] ? "TRUE" : "FALSE");
458 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
461 /* Pixel Shader Float Constants */
462 for (j
= 0; j
< This
->num_contained_ps_consts_f
; ++j
) {
463 i
= This
->contained_ps_consts_f
[j
];
464 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This
, targetStateBlock
, i
,
465 targetStateBlock
->pixelShaderConstantF
[i
* 4],
466 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1],
467 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2],
468 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3]);
470 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
471 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
472 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
473 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
476 /* Pixel Shader Integer Constants */
477 for (j
= 0; j
< This
->num_contained_ps_consts_i
; ++j
) {
478 i
= This
->contained_ps_consts_i
[j
];
479 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This
, targetStateBlock
, i
,
480 targetStateBlock
->pixelShaderConstantI
[i
* 4],
481 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1],
482 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2],
483 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3]);
485 This
->pixelShaderConstantI
[i
* 4] = targetStateBlock
->pixelShaderConstantI
[i
* 4];
486 This
->pixelShaderConstantI
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1];
487 This
->pixelShaderConstantI
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2];
488 This
->pixelShaderConstantI
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3];
491 /* Pixel Shader Boolean Constants */
492 for (j
= 0; j
< This
->num_contained_ps_consts_b
; ++j
) {
493 i
= This
->contained_ps_consts_b
[j
];
494 TRACE("Setting %p from %p %u to %s\n", This
, targetStateBlock
, i
,
495 targetStateBlock
->pixelShaderConstantB
[i
] ? "TRUE" : "FALSE");
497 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
500 /* Others + Render & Texture */
501 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
502 TRACE("Updating transform %u\n", i
);
503 This
->transforms
[This
->contained_transform_states
[i
]] =
504 targetStateBlock
->transforms
[This
->contained_transform_states
[i
]];
507 if (This
->changed
.primitive_type
) This
->gl_primitive_type
= targetStateBlock
->gl_primitive_type
;
509 if (This
->changed
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
510 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
)
511 || (This
->IndexFmt
!= targetStateBlock
->IndexFmt
))) {
512 TRACE("Updating pIndexData to %p, baseVertexIndex to %d\n",
513 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
514 if(targetStateBlock
->pIndexData
) IWineD3DBuffer_AddRef(targetStateBlock
->pIndexData
);
515 if(This
->pIndexData
) IWineD3DBuffer_Release(This
->pIndexData
);
516 This
->pIndexData
= targetStateBlock
->pIndexData
;
517 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
518 This
->IndexFmt
= targetStateBlock
->IndexFmt
;
521 if(This
->changed
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
522 TRACE("Updating vertex declaration from %p to %p\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
524 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
527 if (This
->changed
.material
&& memcmp(&targetStateBlock
->material
,
529 sizeof(WINED3DMATERIAL
)) != 0) {
530 TRACE("Updating material\n");
531 This
->material
= targetStateBlock
->material
;
534 if (This
->changed
.viewport
&& memcmp(&targetStateBlock
->viewport
,
536 sizeof(WINED3DVIEWPORT
)) != 0) {
537 TRACE("Updating viewport\n");
538 This
->viewport
= targetStateBlock
->viewport
;
541 if(This
->changed
.scissorRect
&& memcmp(&targetStateBlock
->scissorRect
,
543 sizeof(targetStateBlock
->scissorRect
)))
545 TRACE("Updating scissor rect\n");
546 targetStateBlock
->scissorRect
= This
->scissorRect
;
549 map
= This
->changed
.streamSource
;
550 for (i
= 0; map
; map
>>= 1, ++i
)
552 if (!(map
& 1)) continue;
554 if (This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]
555 || This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
])
557 TRACE("Updating stream source %u to %p, stride to %u\n",
558 i
, targetStateBlock
->streamSource
[i
], targetStateBlock
->streamStride
[i
]);
559 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
560 if (targetStateBlock
->streamSource
[i
]) IWineD3DBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
561 if (This
->streamSource
[i
]) IWineD3DBuffer_Release(This
->streamSource
[i
]);
562 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
566 map
= This
->changed
.streamFreq
;
567 for (i
= 0; map
; map
>>= 1, ++i
)
569 if (!(map
& 1)) continue;
571 if (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
572 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])
574 TRACE("Updating stream frequency %u to %u flags to %#x\n",
575 i
, targetStateBlock
->streamFreq
[i
], targetStateBlock
->streamFlags
[i
]);
576 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
577 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
581 map
= This
->changed
.clipplane
;
582 for (i
= 0; map
; map
>>= 1, ++i
)
584 if (!(map
& 1)) continue;
586 if (memcmp(targetStateBlock
->clipplane
[i
], This
->clipplane
[i
], sizeof(*This
->clipplane
)))
588 TRACE("Updating clipplane %u\n", i
);
589 memcpy(This
->clipplane
[i
], targetStateBlock
->clipplane
[i
], sizeof(*This
->clipplane
));
594 for (i
= 0; i
< This
->num_contained_render_states
; i
++) {
595 TRACE("Updating renderState %u to %u\n", This
->contained_render_states
[i
],
596 targetStateBlock
->renderState
[This
->contained_render_states
[i
]]);
597 This
->renderState
[This
->contained_render_states
[i
]] = targetStateBlock
->renderState
[This
->contained_render_states
[i
]];
601 for (j
= 0; j
< This
->num_contained_tss_states
; j
++) {
602 DWORD stage
= This
->contained_tss_states
[j
].stage
;
603 DWORD state
= This
->contained_tss_states
[j
].state
;
605 TRACE("Updating texturestage state %u, %u to %u (was %u)\n", stage
, state
,
606 targetStateBlock
->textureState
[stage
][state
], This
->textureState
[stage
][state
]);
607 This
->textureState
[stage
][state
] = targetStateBlock
->textureState
[stage
][state
];
611 /* TODO: move over to using memcpy */
612 map
= This
->changed
.textures
;
613 for (i
= 0; map
; map
>>= 1, ++i
)
615 if (!(map
& 1)) continue;
617 TRACE("Updating texture %u to %p (was %p)\n", i
, targetStateBlock
->textures
[i
], This
->textures
[i
]);
618 This
->textures
[i
] = targetStateBlock
->textures
[i
];
621 for (j
= 0; j
< This
->num_contained_sampler_states
; j
++) {
622 DWORD stage
= This
->contained_sampler_states
[j
].stage
;
623 DWORD state
= This
->contained_sampler_states
[j
].state
;
624 TRACE("Updating sampler state %u, %u to %u (was %u)\n", stage
, state
,
625 targetStateBlock
->samplerState
[stage
][state
], This
->samplerState
[stage
][state
]);
626 This
->samplerState
[stage
][state
] = targetStateBlock
->samplerState
[stage
][state
];
628 if(This
->changed
.pixelShader
&& This
->pixelShader
!= targetStateBlock
->pixelShader
) {
629 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
630 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
631 This
->pixelShader
= targetStateBlock
->pixelShader
;
634 record_lights(This
, targetStateBlock
);
635 } else if(This
->blockType
== WINED3DSBT_ALL
) {
636 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
637 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
638 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
639 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
640 This
->gl_primitive_type
= targetStateBlock
->gl_primitive_type
;
641 memcpy(This
->streamStride
, targetStateBlock
->streamStride
, sizeof(This
->streamStride
));
642 memcpy(This
->streamOffset
, targetStateBlock
->streamOffset
, sizeof(This
->streamOffset
));
643 memcpy(This
->streamFreq
, targetStateBlock
->streamFreq
, sizeof(This
->streamFreq
));
644 memcpy(This
->streamFlags
, targetStateBlock
->streamFlags
, sizeof(This
->streamFlags
));
645 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
646 memcpy(This
->transforms
, targetStateBlock
->transforms
, sizeof(This
->transforms
));
647 record_lights(This
, targetStateBlock
);
648 memcpy(This
->clipplane
, targetStateBlock
->clipplane
, sizeof(This
->clipplane
));
649 This
->clip_status
= targetStateBlock
->clip_status
;
650 This
->viewport
= targetStateBlock
->viewport
;
651 This
->material
= targetStateBlock
->material
;
652 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
653 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
654 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
655 memcpy(This
->renderState
, targetStateBlock
->renderState
, sizeof(This
->renderState
));
656 memcpy(This
->textures
, targetStateBlock
->textures
, sizeof(This
->textures
));
657 memcpy(This
->textureState
, targetStateBlock
->textureState
, sizeof(This
->textureState
));
658 memcpy(This
->samplerState
, targetStateBlock
->samplerState
, sizeof(This
->samplerState
));
659 This
->scissorRect
= targetStateBlock
->scissorRect
;
661 if(targetStateBlock
->pIndexData
!= This
->pIndexData
||
662 targetStateBlock
->IndexFmt
!= This
->IndexFmt
) {
663 if (targetStateBlock
->pIndexData
) IWineD3DBuffer_AddRef(targetStateBlock
->pIndexData
);
664 if (This
->pIndexData
) IWineD3DBuffer_Release(This
->pIndexData
);
665 This
->pIndexData
= targetStateBlock
->pIndexData
;
666 This
->IndexFmt
= targetStateBlock
->IndexFmt
;
668 for(i
= 0; i
< MAX_STREAMS
; i
++) {
669 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
670 if(targetStateBlock
->streamSource
[i
]) IWineD3DBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
671 if(This
->streamSource
[i
]) IWineD3DBuffer_Release(This
->streamSource
[i
]);
672 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
675 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
676 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
677 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
678 This
->vertexShader
= targetStateBlock
->vertexShader
;
680 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
681 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
682 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
683 This
->pixelShader
= targetStateBlock
->pixelShader
;
685 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
686 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
687 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
688 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
689 record_lights(This
, targetStateBlock
);
690 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
691 This
->renderState
[SavedVertexStates_R
[i
]] = targetStateBlock
->renderState
[SavedVertexStates_R
[i
]];
693 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
694 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
695 This
->samplerState
[j
][SavedVertexStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]];
698 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
699 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
700 This
->textureState
[j
][SavedVertexStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedVertexStates_R
[i
]];
703 for(i
= 0; i
< MAX_STREAMS
; i
++) {
704 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
705 if (targetStateBlock
->streamSource
[i
]) IWineD3DBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
706 if (This
->streamSource
[i
]) IWineD3DBuffer_Release(This
->streamSource
[i
]);
707 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
710 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
711 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
712 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
713 This
->vertexShader
= targetStateBlock
->vertexShader
;
715 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
716 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
717 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
718 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
719 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
720 This
->renderState
[SavedPixelStates_R
[i
]] = targetStateBlock
->renderState
[SavedPixelStates_R
[i
]];
722 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
723 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
724 This
->samplerState
[j
][SavedPixelStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]];
727 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
728 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
729 This
->textureState
[j
][SavedPixelStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedPixelStates_R
[i
]];
732 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
733 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
734 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
735 This
->pixelShader
= targetStateBlock
->pixelShader
;
739 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
744 static inline void apply_lights(IWineD3DDevice
*pDevice
, IWineD3DStateBlockImpl
*This
) {
746 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
749 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
750 const PLIGHTINFOEL
*light
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
);
753 IWineD3DDevice_SetLight(pDevice
, light
->OriginalIndex
, &light
->OriginalParms
);
755 if(light
->enabledChanged
) {
756 IWineD3DDevice_SetLightEnable(pDevice
, light
->OriginalIndex
, light
->glIndex
!= -1);
762 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
763 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
764 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
766 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
767 should really perform a delta so that only the changes get updated*/
773 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
775 TRACE("Blocktype: %d\n", This
->blockType
);
777 if(This
->blockType
== WINED3DSBT_RECORDED
) {
778 if (This
->changed
.vertexShader
) {
779 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
781 /* Vertex Shader Constants */
782 for (i
= 0; i
< This
->num_contained_vs_consts_f
; i
++) {
783 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, This
->contained_vs_consts_f
[i
],
784 This
->vertexShaderConstantF
+ This
->contained_vs_consts_f
[i
] * 4, 1);
786 for (i
= 0; i
< This
->num_contained_vs_consts_i
; i
++) {
787 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, This
->contained_vs_consts_i
[i
],
788 This
->vertexShaderConstantI
+ This
->contained_vs_consts_i
[i
] * 4, 1);
790 for (i
= 0; i
< This
->num_contained_vs_consts_b
; i
++) {
791 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, This
->contained_vs_consts_b
[i
],
792 This
->vertexShaderConstantB
+ This
->contained_vs_consts_b
[i
], 1);
795 apply_lights(pDevice
, This
);
797 if (This
->changed
.pixelShader
) {
798 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
800 /* Pixel Shader Constants */
801 for (i
= 0; i
< This
->num_contained_ps_consts_f
; i
++) {
802 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, This
->contained_ps_consts_f
[i
],
803 This
->pixelShaderConstantF
+ This
->contained_ps_consts_f
[i
] * 4, 1);
805 for (i
= 0; i
< This
->num_contained_ps_consts_i
; i
++) {
806 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, This
->contained_ps_consts_i
[i
],
807 This
->pixelShaderConstantI
+ This
->contained_ps_consts_i
[i
] * 4, 1);
809 for (i
= 0; i
< This
->num_contained_ps_consts_b
; i
++) {
810 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, This
->contained_ps_consts_b
[i
],
811 This
->pixelShaderConstantB
+ This
->contained_ps_consts_b
[i
], 1);
815 for (i
= 0; i
<= This
->num_contained_render_states
; i
++) {
816 IWineD3DDevice_SetRenderState(pDevice
, This
->contained_render_states
[i
],
817 This
->renderState
[This
->contained_render_states
[i
]]);
820 for (i
= 0; i
< This
->num_contained_tss_states
; i
++) {
821 DWORD stage
= This
->contained_tss_states
[i
].stage
;
822 DWORD state
= This
->contained_tss_states
[i
].state
;
823 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[stage
][state
] = This
->textureState
[stage
][state
];
824 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[stage
] |= 1 << state
;
825 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
826 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_TEXTURESTAGE(stage
, state
));
829 for (i
= 0; i
< This
->num_contained_sampler_states
; i
++) {
830 DWORD stage
= This
->contained_sampler_states
[i
].stage
;
831 DWORD state
= This
->contained_sampler_states
[i
].state
;
832 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[stage
][state
] = This
->samplerState
[stage
][state
];
833 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[stage
] |= 1 << state
;
834 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_SAMPLER(stage
));
837 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
838 IWineD3DDevice_SetTransform(pDevice
, This
->contained_transform_states
[i
],
839 &This
->transforms
[This
->contained_transform_states
[i
]]);
842 if (This
->changed
.primitive_type
)
844 This
->wineD3DDevice
->updateStateBlock
->changed
.primitive_type
= TRUE
;
845 This
->wineD3DDevice
->updateStateBlock
->gl_primitive_type
= This
->gl_primitive_type
;
848 if (This
->changed
.indices
) {
849 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
, This
->IndexFmt
);
850 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
853 if (This
->changed
.vertexDecl
) {
854 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
857 if (This
->changed
.material
) {
858 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
861 if (This
->changed
.viewport
) {
862 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
865 if (This
->changed
.scissorRect
) {
866 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
869 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
870 map
= This
->changed
.streamSource
;
871 for (i
= 0; map
; map
>>= 1, ++i
)
873 if (map
& 1) IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
876 map
= This
->changed
.streamFreq
;
877 for (i
= 0; map
; map
>>= 1, ++i
)
879 if (map
& 1) IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
882 map
= This
->changed
.textures
;
883 for (i
= 0; map
; map
>>= 1, ++i
)
885 if (!(map
& 1)) continue;
887 if (i
< MAX_FRAGMENT_SAMPLERS
) IWineD3DDevice_SetTexture(pDevice
, i
, This
->textures
[i
]);
888 else IWineD3DDevice_SetTexture(pDevice
, WINED3DVERTEXTEXTURESAMPLER0
+ i
- MAX_FRAGMENT_SAMPLERS
,
892 map
= This
->changed
.clipplane
;
893 for (i
= 0; map
; map
>>= 1, ++i
)
897 if (!(map
& 1)) continue;
899 clip
[0] = This
->clipplane
[i
][0];
900 clip
[1] = This
->clipplane
[i
][1];
901 clip
[2] = This
->clipplane
[i
][2];
902 clip
[3] = This
->clipplane
[i
][3];
903 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
905 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
906 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
907 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
908 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
909 This
->vertexShaderConstantF
+ i
* 4, 1);
911 for (i
= 0; i
< MAX_CONST_I
; i
++) {
912 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
913 This
->vertexShaderConstantI
+ i
* 4, 1);
915 for (i
= 0; i
< MAX_CONST_B
; i
++) {
916 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
917 This
->vertexShaderConstantB
+ i
, 1);
920 apply_lights(pDevice
, This
);
922 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
923 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
925 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
926 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
927 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedVertexStates_T
[i
],
928 This
->textureState
[j
][SavedVertexStates_T
[i
]]);
932 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
933 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
934 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedVertexStates_S
[i
],
935 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
938 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
939 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
940 IWineD3DDevice_SetSamplerState(pDevice
,
941 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
942 SavedVertexStates_S
[i
],
943 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
946 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
947 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
948 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
949 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
950 This
->pixelShaderConstantF
+ i
* 4, 1);
952 for (i
= 0; i
< MAX_CONST_I
; i
++) {
953 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
954 This
->pixelShaderConstantI
+ i
* 4, 1);
956 for (i
= 0; i
< MAX_CONST_B
; i
++) {
957 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
958 This
->pixelShaderConstantB
+ i
, 1);
961 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
962 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
964 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
965 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
966 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedPixelStates_T
[i
],
967 This
->textureState
[j
][SavedPixelStates_T
[i
]]);
971 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
972 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
973 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedPixelStates_S
[i
],
974 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
977 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
978 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
979 IWineD3DDevice_SetSamplerState(pDevice
,
980 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
981 SavedPixelStates_S
[i
],
982 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
985 } else if(This
->blockType
== WINED3DSBT_ALL
) {
986 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
987 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
988 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
989 This
->vertexShaderConstantF
+ i
* 4, 1);
991 for (i
= 0; i
< MAX_CONST_I
; i
++) {
992 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
993 This
->vertexShaderConstantI
+ i
* 4, 1);
995 for (i
= 0; i
< MAX_CONST_B
; i
++) {
996 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
997 This
->vertexShaderConstantB
+ i
, 1);
1000 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
1001 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
1002 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
1003 This
->pixelShaderConstantF
+ i
* 4, 1);
1005 for (i
= 0; i
< MAX_CONST_I
; i
++) {
1006 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
1007 This
->pixelShaderConstantI
+ i
* 4, 1);
1009 for (i
= 0; i
< MAX_CONST_B
; i
++) {
1010 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
1011 This
->pixelShaderConstantB
+ i
, 1);
1014 apply_lights(pDevice
, This
);
1016 for(i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
1017 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
1019 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
1020 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
1022 IWineD3DDevice_SetTextureStageState(pDevice
, j
, i
, This
->textureState
[j
][i
]);
1026 /* Skip unused values between TEXTURE8 and WORLD0 ? */
1027 for(i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
1028 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
1030 This
->wineD3DDevice
->updateStateBlock
->gl_primitive_type
= This
->gl_primitive_type
;
1031 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
, This
->IndexFmt
);
1032 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
1033 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
1034 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
1035 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
1036 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
1038 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
1039 for (i
=0; i
<MAX_STREAMS
; i
++) {
1040 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
1041 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
1043 for (j
= 0 ; j
< MAX_COMBINED_SAMPLERS
; j
++){
1044 UINT sampler
= j
< MAX_FRAGMENT_SAMPLERS
? j
: WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
;
1046 IWineD3DDevice_SetTexture(pDevice
, sampler
, This
->textures
[j
]);
1047 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; ++i
)
1049 IWineD3DDevice_SetSamplerState(pDevice
, sampler
, i
, This
->samplerState
[j
][i
]);
1052 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
1055 clip
[0] = This
->clipplane
[i
][0];
1056 clip
[1] = This
->clipplane
[i
][1];
1057 clip
[2] = This
->clipplane
[i
][2];
1058 clip
[3] = This
->clipplane
[i
][3];
1059 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
1063 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= MAX_TEXTURES
- 1;
1064 for(j
= 0; j
< MAX_TEXTURES
- 1; j
++) {
1065 if(((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
) {
1066 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= j
;
1070 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
1075 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
1076 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
1077 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
1078 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
1080 WINED3DLINEPATTERN lp
;
1088 IWineD3DSwapChain
*swapchain
;
1089 IWineD3DSurface
*backbuffer
;
1090 WINED3DSURFACE_DESC desc
= {0};
1095 /* Note this may have a large overhead but it should only be executed
1096 once, in order to initialize the complete state of the device and
1097 all opengl equivalents */
1098 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, This
->wineD3DDevice
);
1099 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1100 This
->blockType
= WINED3DSBT_INIT
;
1102 /* Set some of the defaults for lights, transforms etc */
1103 memcpy(&This
->transforms
[WINED3DTS_PROJECTION
], identity
, sizeof(identity
));
1104 memcpy(&This
->transforms
[WINED3DTS_VIEW
], identity
, sizeof(identity
));
1105 for (i
= 0; i
< 256; ++i
) {
1106 memcpy(&This
->transforms
[WINED3DTS_WORLDMATRIX(i
)], identity
, sizeof(identity
));
1109 TRACE("Render states\n");
1110 /* Render states: */
1111 if (ThisDevice
->auto_depth_stencil_buffer
!= NULL
) {
1112 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_TRUE
);
1114 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_FALSE
);
1116 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, WINED3DFILL_SOLID
);
1117 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, WINED3DSHADE_GOURAUD
);
1118 lp
.lp
.wRepeatFactor
= 0;
1119 lp
.lp
.wLinePattern
= 0;
1120 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
1121 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
1122 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
1123 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
1124 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, WINED3DBLEND_ONE
);
1125 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, WINED3DBLEND_ZERO
);
1126 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, WINED3DCULL_CCW
);
1127 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, WINED3DCMP_LESSEQUAL
);
1128 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, WINED3DCMP_ALWAYS
);
1129 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0);
1130 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
1131 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
1132 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
1133 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
1134 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
1135 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
1136 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, WINED3DFOG_NONE
);
1138 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
1140 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
1142 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
1143 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
1144 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
1145 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
1146 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
1147 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1148 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1149 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1150 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILREF
, 0);
1151 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILMASK
, 0xFFFFFFFF);
1152 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1153 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
1154 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
1155 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
1156 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
1157 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
1158 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
1159 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
1160 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
1161 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
1162 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
1163 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
1164 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
1165 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
1166 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, WINED3DFOG_NONE
);
1167 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
1168 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
1169 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
1170 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, WINED3DMCS_COLOR1
);
1171 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, WINED3DMCS_COLOR2
);
1172 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1173 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1174 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, WINED3DVBF_DISABLE
);
1175 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
1176 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
1178 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
1179 tmpfloat
.f
= ((IWineD3DImpl
*)This
->wineD3DDevice
->wineD3D
)->dxVersion
< 9 ? 0.0f
: 1.0f
;
1180 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
1181 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
1182 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
1184 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
1186 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
1188 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, tmpfloat
.d
);
1189 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
1190 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
1191 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, WINED3DPATCHEDGE_DISCRETE
);
1193 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
1194 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
1195 tmpfloat
.f
= GL_LIMITS(pointsize
);
1196 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
1197 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
1198 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
1200 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
1201 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, WINED3DBLENDOP_ADD
);
1202 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
1203 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
1204 /* states new in d3d9 */
1205 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
1206 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
1208 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
1209 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
1210 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
1212 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
1213 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
1215 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
1217 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
1218 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
1219 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
1220 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1221 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1222 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1223 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1224 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
1225 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
1226 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
1227 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
1228 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
1229 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
1230 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
1231 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
1232 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
1233 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
1234 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
1235 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
1236 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
1237 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
1238 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
1239 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, WINED3DBLEND_ONE
);
1240 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, WINED3DBLEND_ZERO
);
1241 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, WINED3DBLENDOP_ADD
);
1243 /* clipping status */
1244 This
->clip_status
.ClipUnion
= 0;
1245 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
1247 /* Texture Stage States - Put directly into state block, we will call function below */
1248 for (i
= 0; i
< MAX_TEXTURES
; i
++) {
1249 TRACE("Setting up default texture states for texture Stage %d\n", i
);
1250 memcpy(&This
->transforms
[WINED3DTS_TEXTURE0
+ i
], identity
, sizeof(identity
));
1251 This
->textureState
[i
][WINED3DTSS_COLOROP
] = (i
==0)? WINED3DTOP_MODULATE
: WINED3DTOP_DISABLE
;
1252 This
->textureState
[i
][WINED3DTSS_COLORARG1
] = WINED3DTA_TEXTURE
;
1253 This
->textureState
[i
][WINED3DTSS_COLORARG2
] = WINED3DTA_CURRENT
;
1254 This
->textureState
[i
][WINED3DTSS_ALPHAOP
] = (i
==0)? WINED3DTOP_SELECTARG1
: WINED3DTOP_DISABLE
;
1255 This
->textureState
[i
][WINED3DTSS_ALPHAARG1
] = WINED3DTA_TEXTURE
;
1256 This
->textureState
[i
][WINED3DTSS_ALPHAARG2
] = WINED3DTA_CURRENT
;
1257 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
] = 0;
1258 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT01
] = 0;
1259 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT10
] = 0;
1260 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT11
] = 0;
1261 This
->textureState
[i
][WINED3DTSS_TEXCOORDINDEX
] = i
;
1262 This
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
] = 0;
1263 This
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
] = 0;
1264 This
->textureState
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] = WINED3DTTFF_DISABLE
;
1265 This
->textureState
[i
][WINED3DTSS_COLORARG0
] = WINED3DTA_CURRENT
;
1266 This
->textureState
[i
][WINED3DTSS_ALPHAARG0
] = WINED3DTA_CURRENT
;
1267 This
->textureState
[i
][WINED3DTSS_RESULTARG
] = WINED3DTA_CURRENT
;
1269 This
->lowest_disabled_stage
= 1;
1272 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; i
++) {
1273 TRACE("Setting up default samplers states for sampler %d\n", i
);
1274 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
1275 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
1276 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1277 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
1278 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1279 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1280 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1281 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1282 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1283 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1284 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0;
1285 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
1286 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 0; /* TODO: Vertex offset in the presampled displacement map */
1289 for(i
= 0; i
< GL_LIMITS(textures
); i
++) {
1290 /* Note: This avoids calling SetTexture, so pretend it has been called */
1291 This
->changed
.textures
|= 1 << i
;
1292 This
->textures
[i
] = NULL
;
1295 /* Set the default scissor rect values */
1296 desc
.Width
= &width
;
1297 desc
.Height
= &height
;
1299 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1300 hr
= IWineD3DDevice_GetSwapChain(device
, 0, &swapchain
);
1301 if( hr
== WINED3D_OK
&& swapchain
!= NULL
) {
1304 hr
= IWineD3DSwapChain_GetBackBuffer(swapchain
, 0, WINED3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
1305 if( hr
== WINED3D_OK
&& backbuffer
!= NULL
) {
1306 IWineD3DSurface_GetDesc(backbuffer
, &desc
);
1307 IWineD3DSurface_Release(backbuffer
);
1309 scissorrect
.left
= 0;
1310 scissorrect
.right
= width
;
1311 scissorrect
.top
= 0;
1312 scissorrect
.bottom
= height
;
1313 hr
= IWineD3DDevice_SetScissorRect(device
, &scissorrect
);
1314 if( hr
!= WINED3D_OK
) {
1315 ERR("This should never happen, expect rendering issues!\n");
1319 /* Set the default viewport */
1322 vp
.Width
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferWidth
;
1323 vp
.Height
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferHeight
;
1326 IWineD3DDevice_SetViewport(device
, &vp
);
1328 IWineD3DSwapChain_Release(swapchain
);
1331 TRACE("-----------------------> Device defaults now set up...\n");
1335 /**********************************************************
1336 * IWineD3DStateBlock VTbl follows
1337 **********************************************************/
1339 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1342 IWineD3DStateBlockImpl_QueryInterface
,
1343 IWineD3DStateBlockImpl_AddRef
,
1344 IWineD3DStateBlockImpl_Release
,
1345 /* IWineD3DStateBlock */
1346 IWineD3DStateBlockImpl_GetParent
,
1347 IWineD3DStateBlockImpl_GetDevice
,
1348 IWineD3DStateBlockImpl_Capture
,
1349 IWineD3DStateBlockImpl_Apply
,
1350 IWineD3DStateBlockImpl_InitStartupStateBlock