push 421a6d0d1068c98851feb4eb01bb0e754f615ce9
[wine/hacks.git] / dlls / wined3d / stateblock.c
blob6ab6247d51fc2fd379fba81d0f92d64f30378ed6
1 /*
2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
29 /***************************************
30 * Stateblock helper functions follow
31 **************************************/
33 /** Allocates the correct amount of space for pixel and vertex shader constants,
34 * along with their set/changed flags on the given stateblock object
36 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
38 IWineD3DStateBlockImpl *This = object;
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
42 /* Allocate space for floating point constants */
43 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
44 WINED3D_MEMCHECK(object->pixelShaderConstantF);
45 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
46 WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
47 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
48 WINED3D_MEMCHECK(object->vertexShaderConstantF);
49 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
50 WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
51 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
52 WINED3D_MEMCHECK(object->contained_vs_consts_f);
53 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
54 WINED3D_MEMCHECK(object->contained_ps_consts_f);
56 list_init(&object->set_vconstantsF);
57 list_init(&object->set_pconstantsF);
59 #undef WINED3D_MEMCHECK
61 return WINED3D_OK;
64 /** Copy all members of one stateblock to another */
65 void stateblock_savedstates_copy(
66 IWineD3DStateBlock* iface,
67 SAVEDSTATES* dest,
68 SAVEDSTATES* source) {
70 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
71 unsigned bsize = sizeof(BOOL);
73 /* Single values */
74 dest->indices = source->indices;
75 dest->material = source->material;
76 dest->fvf = source->fvf;
77 dest->viewport = source->viewport;
78 dest->vertexDecl = source->vertexDecl;
79 dest->pixelShader = source->pixelShader;
80 dest->vertexShader = source->vertexShader;
81 dest->scissorRect = dest->scissorRect;
83 /* Fixed size arrays */
84 memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
85 memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
86 memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
87 memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
88 memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
89 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
90 memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
91 memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
92 memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
93 memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
94 memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
95 memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
97 /* Dynamically sized arrays */
98 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
99 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
102 /** Set all members of a stateblock savedstate to the given value */
103 void stateblock_savedstates_set(
104 IWineD3DStateBlock* iface,
105 SAVEDSTATES* states,
106 BOOL value) {
108 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
109 unsigned bsize = sizeof(BOOL);
111 /* Single values */
112 states->indices = value;
113 states->material = value;
114 states->fvf = value;
115 states->viewport = value;
116 states->vertexDecl = value;
117 states->pixelShader = value;
118 states->vertexShader = value;
119 states->scissorRect = value;
121 /* Fixed size arrays */
122 memset(states->streamSource, value, bsize * MAX_STREAMS);
123 memset(states->streamFreq, value, bsize * MAX_STREAMS);
124 memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
125 memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
126 memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
127 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
128 memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
129 memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
130 memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
131 memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
132 memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
133 memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
135 /* Dynamically sized arrays */
136 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
137 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
140 void stateblock_copy(
141 IWineD3DStateBlock* destination,
142 IWineD3DStateBlock* source) {
143 int l;
145 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
146 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
148 /* IUnknown fields */
149 Dest->lpVtbl = This->lpVtbl;
150 Dest->ref = This->ref;
152 /* IWineD3DStateBlock information */
153 Dest->parent = This->parent;
154 Dest->wineD3DDevice = This->wineD3DDevice;
155 Dest->blockType = This->blockType;
157 /* Saved states */
158 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
160 /* Single items */
161 Dest->fvf = This->fvf;
162 Dest->vertexDecl = This->vertexDecl;
163 Dest->vertexShader = This->vertexShader;
164 Dest->streamIsUP = This->streamIsUP;
165 Dest->pIndexData = This->pIndexData;
166 Dest->baseVertexIndex = This->baseVertexIndex;
167 /* Dest->lights = This->lights; */
168 Dest->clip_status = This->clip_status;
169 Dest->viewport = This->viewport;
170 Dest->material = This->material;
171 Dest->pixelShader = This->pixelShader;
172 Dest->glsl_program = This->glsl_program;
173 memcpy(&Dest->scissorRect, &This->scissorRect, sizeof(Dest->scissorRect));
175 /* Lights */
176 memset(This->activeLights, 0, sizeof(This->activeLights));
177 for(l = 0; l < LIGHTMAP_SIZE; l++) {
178 struct list *e1, *e2;
179 LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
180 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
181 list_remove(&light->entry);
182 HeapFree(GetProcessHeap(), 0, light);
185 LIST_FOR_EACH(e1, &This->lightMap[l]) {
186 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
187 light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
188 memcpy(light2, light, sizeof(*light));
189 list_add_tail(&This->lightMap[l], &light2->entry);
190 if(light2->glIndex != -1) This->activeLights[light2->glIndex] = light2;
194 /* Fixed size arrays */
195 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
196 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
197 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
198 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
200 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
201 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
202 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
203 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
204 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
205 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
206 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
207 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
208 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
209 memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
210 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
211 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
213 /* Dynamically sized arrays */
214 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
215 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
218 /**********************************************************
219 * IWineD3DStateBlockImpl IUnknown parts follows
220 **********************************************************/
221 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
223 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
224 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
225 if (IsEqualGUID(riid, &IID_IUnknown)
226 || IsEqualGUID(riid, &IID_IWineD3DBase)
227 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
228 IUnknown_AddRef(iface);
229 *ppobj = This;
230 return S_OK;
232 *ppobj = NULL;
233 return E_NOINTERFACE;
236 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
237 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
238 ULONG refCount = InterlockedIncrement(&This->ref);
240 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
241 return refCount;
244 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
245 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
246 ULONG refCount = InterlockedDecrement(&This->ref);
248 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
250 if (!refCount) {
251 constants_entry *constant, *constant2;
252 int counter;
254 /* type 0 represents the primary stateblock, so free all the resources */
255 if (This->blockType == WINED3DSBT_INIT) {
256 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
257 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
258 if (This->textures[counter]) {
259 /* release our 'internal' hold on the texture */
260 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
261 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
265 for (counter = 0; counter < MAX_STREAMS; counter++) {
266 if(This->streamSource[counter]) {
267 if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
268 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
272 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
276 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
277 struct list *e1, *e2;
278 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
279 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
280 list_remove(&light->entry);
281 HeapFree(GetProcessHeap(), 0, light);
285 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
286 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
287 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
288 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
289 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
290 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
292 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
293 HeapFree(GetProcessHeap(), 0, constant);
296 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
297 HeapFree(GetProcessHeap(), 0, constant);
300 HeapFree(GetProcessHeap(), 0, This);
302 return refCount;
305 /**********************************************************
306 * IWineD3DStateBlockImpl parts follows
307 **********************************************************/
308 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
309 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
310 IUnknown_AddRef(This->parent);
311 *pParent = This->parent;
312 return WINED3D_OK;
315 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
317 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
319 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
320 IWineD3DDevice_AddRef(*ppDevice);
321 return WINED3D_OK;
325 static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
326 UINT i;
328 /* Lights... For a recorded state block, we just had a chain of actions to perform,
329 * so we need to walk that chain and update any actions which differ
331 for(i = 0; i < LIGHTMAP_SIZE; i++) {
332 struct list *e, *f;
333 LIST_FOR_EACH(e, &This->lightMap[i]) {
334 BOOL updated = FALSE;
335 PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
336 if(!src->changed || !src->enabledChanged) continue;
338 /* Look up the light in the destination */
339 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
340 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
341 if(realLight->OriginalIndex == src->OriginalIndex) {
342 if(src->changed) {
343 memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(src->OriginalParms));
345 if(src->enabledChanged) {
346 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
347 * or disabled -> enabled -> disabled changes
349 if(realLight->glIndex == -1 && src->glIndex != -1) {
350 /* Light disabled */
351 This->activeLights[src->glIndex] = NULL;
352 } else if(realLight->glIndex != -1 && src->glIndex == -1){
353 /* Light enabled */
354 This->activeLights[realLight->glIndex] = src;
356 src->glIndex = realLight->glIndex;
358 updated = TRUE;
359 break;
363 if(updated) {
364 /* Found a light, all done, proceed with next hash entry */
365 continue;
366 } else if(src->changed) {
367 /* Otherwise assign defaul params */
368 memcpy(&src->OriginalParms, &WINED3D_default_light, sizeof(src->OriginalParms));
369 } else {
370 /* Not enabled by default */
371 src->glIndex = -1;
377 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
379 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
380 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
381 unsigned int i, j;
383 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
385 /* If not recorded, then update can just recapture */
386 if (This->blockType == WINED3DSBT_RECORDED) {
388 /* Recorded => Only update 'changed' values */
389 if (This->vertexShader != targetStateBlock->vertexShader) {
390 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
392 This->vertexShader = targetStateBlock->vertexShader;
395 /* Vertex Shader Float Constants */
396 for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
397 i = This->contained_vs_consts_f[j];
398 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
399 targetStateBlock->vertexShaderConstantF[i * 4],
400 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
401 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
402 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
404 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
405 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
406 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
407 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
410 /* Vertex Shader Integer Constants */
411 for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
412 i = This->contained_vs_consts_i[j];
413 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
414 targetStateBlock->vertexShaderConstantI[i * 4],
415 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
416 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
417 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
419 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
420 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
421 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
422 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
425 /* Vertex Shader Boolean Constants */
426 for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
427 i = This->contained_vs_consts_b[j];
428 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
429 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
431 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
434 /* Recorded => Only update 'changed' values */
435 if (This->pixelShader != targetStateBlock->pixelShader) {
436 TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
438 This->pixelShader = targetStateBlock->pixelShader;
441 /* Pixel Shader Float Constants */
442 for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
443 i = This->contained_ps_consts_f[j];
444 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
445 targetStateBlock->pixelShaderConstantF[i * 4],
446 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
447 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
448 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
450 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
451 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
452 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
453 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
456 /* Pixel Shader Integer Constants */
457 for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
458 i = This->contained_ps_consts_i[j];
459 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
460 targetStateBlock->pixelShaderConstantI[i * 4],
461 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
462 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
463 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
465 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
466 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
467 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
468 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
471 /* Pixel Shader Boolean Constants */
472 for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
473 i = This->contained_ps_consts_b[j];
474 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
475 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
477 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
480 /* Others + Render & Texture */
481 for (i = 0; i < This->num_contained_transform_states; i++) {
482 TRACE("Updating transform %d\n", i);
483 memcpy(&This->transforms[This->contained_transform_states[i]],
484 &targetStateBlock->transforms[This->contained_transform_states[i]],
485 sizeof(WINED3DMATRIX));
488 if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
489 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
490 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
491 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
492 This->pIndexData = targetStateBlock->pIndexData;
493 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
496 if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
497 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
499 This->vertexDecl = targetStateBlock->vertexDecl;
502 if(This->changed.fvf && This->fvf != targetStateBlock->fvf){
503 This->fvf = targetStateBlock->fvf;
506 if (This->changed.material && memcmp(&targetStateBlock->material,
507 &This->material,
508 sizeof(WINED3DMATERIAL)) != 0) {
509 TRACE("Updating material\n");
510 memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
513 if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
514 &This->viewport,
515 sizeof(WINED3DVIEWPORT)) != 0) {
516 TRACE("Updating viewport\n");
517 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
520 if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
521 &This->scissorRect,
522 sizeof(targetStateBlock->scissorRect)))
524 TRACE("Updating scissor rect\n");
525 memcpy(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(targetStateBlock->scissorRect));
528 for (i = 0; i < MAX_STREAMS; i++) {
529 if (This->changed.streamSource[i] &&
530 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
531 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
532 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
533 targetStateBlock->streamStride[i]);
534 This->streamStride[i] = targetStateBlock->streamStride[i];
535 This->streamSource[i] = targetStateBlock->streamSource[i];
538 if (This->changed.streamFreq[i] &&
539 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
540 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
541 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
542 targetStateBlock->streamFlags[i]);
543 This->streamFreq[i] = targetStateBlock->streamFreq[i];
544 This->streamFlags[i] = targetStateBlock->streamFlags[i];
548 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
549 if (This->changed.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
550 &This->clipplane[i],
551 sizeof(This->clipplane)) != 0) {
553 TRACE("Updating clipplane %d\n", i);
554 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
555 sizeof(This->clipplane));
559 /* Render */
560 for (i = 0; i < This->num_contained_render_states; i++) {
561 TRACE("Updating renderState %d to %d\n",
562 This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
563 This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
566 /* Texture states */
567 for (j = 0; j < This->num_contained_tss_states; j++) {
568 DWORD stage = This->contained_tss_states[j].stage;
569 DWORD state = This->contained_tss_states[j].state;
571 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
572 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
573 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
576 /* Samplers */
577 /* TODO: move over to using memcpy */
578 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
579 if (This->changed.textures[j]) {
580 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
581 This->textures[j] = targetStateBlock->textures[j];
585 for (j = 0; j < This->num_contained_sampler_states; j++) {
586 DWORD stage = This->contained_sampler_states[j].stage;
587 DWORD state = This->contained_sampler_states[j].state;
588 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
589 stage, state, targetStateBlock->samplerState[stage][state],
590 This->samplerState[stage][state]);
591 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
594 record_lights(This, targetStateBlock);
595 } else if(This->blockType == WINED3DSBT_ALL) {
596 This->vertexDecl = targetStateBlock->vertexDecl;
597 This->vertexShader = targetStateBlock->vertexShader;
598 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
599 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
600 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
601 memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
602 memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
603 memcpy(This->streamSource, targetStateBlock->streamSource, sizeof(This->streamSource));
604 memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
605 memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
606 This->pIndexData = targetStateBlock->pIndexData;
607 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
608 memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
609 record_lights(This, targetStateBlock);
610 memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
611 This->clip_status = targetStateBlock->clip_status;
612 This->viewport = targetStateBlock->viewport;
613 This->material = targetStateBlock->material;
614 This->pixelShader = targetStateBlock->pixelShader;
615 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
616 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
617 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
618 memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
619 memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
620 memcpy(This->textureDimensions, targetStateBlock->textureDimensions, sizeof(This->textureDimensions));
621 memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
622 memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
623 This->scissorRect = targetStateBlock->scissorRect;
624 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
625 This->vertexShader = targetStateBlock->vertexShader;
626 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
627 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
628 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
629 record_lights(This, targetStateBlock);
630 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
631 This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
633 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
634 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
635 This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
638 for (j = 0; j < MAX_TEXTURES; j++) {
639 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
640 This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
643 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
644 This->pixelShader = targetStateBlock->pixelShader;
645 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
646 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
647 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
648 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
649 This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
651 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
652 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
653 This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
656 for (j = 0; j < MAX_TEXTURES; j++) {
657 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
658 This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
663 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
665 return WINED3D_OK;
668 static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
669 UINT i;
670 for(i = 0; i < LIGHTMAP_SIZE; i++) {
671 struct list *e;
673 LIST_FOR_EACH(e, &This->lightMap[i]) {
674 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
676 if(light->changed) {
677 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
679 if(light->enabledChanged) {
680 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
686 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
687 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
688 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
690 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
691 should really perform a delta so that only the changes get updated*/
693 UINT i;
694 UINT j;
696 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
698 TRACE("Blocktype: %d\n", This->blockType);
700 if(This->blockType == WINED3DSBT_RECORDED) {
701 if (This->changed.vertexShader) {
702 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
704 /* Vertex Shader Constants */
705 for (i = 0; i < This->num_contained_vs_consts_f; i++) {
706 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
707 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
709 for (i = 0; i < This->num_contained_vs_consts_i; i++) {
710 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
711 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
713 for (i = 0; i < This->num_contained_vs_consts_b; i++) {
714 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
715 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
718 apply_lights(pDevice, This);
720 if (This->changed.pixelShader) {
721 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
723 /* Pixel Shader Constants */
724 for (i = 0; i < This->num_contained_ps_consts_f; i++) {
725 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
726 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
728 for (i = 0; i < This->num_contained_ps_consts_i; i++) {
729 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
730 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
732 for (i = 0; i < This->num_contained_ps_consts_b; i++) {
733 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
734 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
737 /* Render */
738 for (i = 0; i <= This->num_contained_render_states; i++) {
739 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
740 This->renderState[This->contained_render_states[i]]);
742 /* Texture states */
743 for (i = 0; i < This->num_contained_tss_states; i++) {
744 DWORD stage = This->contained_tss_states[i].stage;
745 DWORD state = This->contained_tss_states[i].state;
746 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
747 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
748 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
749 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
751 /* Sampler states */
752 for (i = 0; i < This->num_contained_sampler_states; i++) {
753 DWORD stage = This->contained_sampler_states[i].stage;
754 DWORD state = This->contained_sampler_states[i].state;
755 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
756 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
757 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
760 for (i = 0; i < This->num_contained_transform_states; i++) {
761 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
762 &This->transforms[This->contained_transform_states[i]]);
765 if (This->changed.indices) {
766 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
767 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
770 if (This->changed.fvf) {
771 IWineD3DDevice_SetFVF(pDevice, This->fvf);
774 if (This->changed.vertexDecl) {
775 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
778 if (This->changed.material ) {
779 IWineD3DDevice_SetMaterial(pDevice, &This->material);
782 if (This->changed.viewport) {
783 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
786 if (This->changed.scissorRect) {
787 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
790 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
791 for (i=0; i<MAX_STREAMS; i++) {
792 if (This->changed.streamSource[i])
793 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
795 if (This->changed.streamFreq[i])
796 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
798 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
799 if (This->changed.textures[j]) {
800 if (j < MAX_FRAGMENT_SAMPLERS) {
801 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
802 } else {
803 IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
808 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
809 if (This->changed.clipplane[i]) {
810 float clip[4];
812 clip[0] = This->clipplane[i][0];
813 clip[1] = This->clipplane[i][1];
814 clip[2] = This->clipplane[i][2];
815 clip[3] = This->clipplane[i][3];
816 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
820 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
821 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
822 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
823 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
824 This->vertexShaderConstantF + i * 4, 1);
826 for (i = 0; i < MAX_CONST_I; i++) {
827 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
828 This->vertexShaderConstantI + i * 4, 1);
830 for (i = 0; i < MAX_CONST_B; i++) {
831 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
832 This->vertexShaderConstantB + i, 1);
835 apply_lights(pDevice, This);
837 for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
838 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
840 for(j = 0; j < MAX_TEXTURES; j++) {
841 for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
842 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
843 This->textureState[j][SavedVertexStates_T[i]]);
847 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
848 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
849 IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
850 This->samplerState[j][SavedVertexStates_S[i]]);
853 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
854 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
855 IWineD3DDevice_SetSamplerState(pDevice,
856 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
857 SavedVertexStates_S[i],
858 This->samplerState[j][SavedVertexStates_S[i]]);
861 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
862 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
863 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
864 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
865 This->pixelShaderConstantF + i * 4, 1);
867 for (i = 0; i < MAX_CONST_I; i++) {
868 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
869 This->pixelShaderConstantI + i * 4, 1);
871 for (i = 0; i < MAX_CONST_B; i++) {
872 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
873 This->pixelShaderConstantB + i, 1);
876 for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
877 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
879 for(j = 0; j < MAX_TEXTURES; j++) {
880 for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
881 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
882 This->textureState[j][SavedPixelStates_T[i]]);
886 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
887 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
888 IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
889 This->samplerState[j][SavedPixelStates_S[i]]);
892 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
893 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
894 IWineD3DDevice_SetSamplerState(pDevice,
895 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
896 SavedPixelStates_S[i],
897 This->samplerState[j][SavedPixelStates_S[i]]);
900 } else if(This->blockType == WINED3DSBT_ALL) {
901 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
902 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
903 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
904 This->vertexShaderConstantF + i * 4, 1);
906 for (i = 0; i < MAX_CONST_I; i++) {
907 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
908 This->vertexShaderConstantI + i * 4, 1);
910 for (i = 0; i < MAX_CONST_B; i++) {
911 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
912 This->vertexShaderConstantB + i, 1);
915 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
916 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
917 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
918 This->pixelShaderConstantF + i * 4, 1);
920 for (i = 0; i < MAX_CONST_I; i++) {
921 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
922 This->pixelShaderConstantI + i * 4, 1);
924 for (i = 0; i < MAX_CONST_B; i++) {
925 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
926 This->pixelShaderConstantB + i, 1);
929 apply_lights(pDevice, This);
931 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
932 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
934 for(j = 0; j < MAX_TEXTURES; j++) {
935 for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
936 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
940 /* Skip unused values between TEXTURE8 and WORLD0 ? */
941 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
942 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
944 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
945 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
946 IWineD3DDevice_SetFVF(pDevice, This->fvf);
947 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
948 IWineD3DDevice_SetMaterial(pDevice, &This->material);
949 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
950 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
952 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
953 for (i=0; i<MAX_STREAMS; i++) {
954 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
955 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
957 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
958 UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
960 IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
961 for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
962 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
965 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
966 float clip[4];
968 clip[0] = This->clipplane[i][0];
969 clip[1] = This->clipplane[i][1];
970 clip[2] = This->clipplane[i][2];
971 clip[3] = This->clipplane[i][3];
972 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
976 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
977 for(j = 0; j < MAX_TEXTURES - 1; j++) {
978 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
979 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
980 break;
983 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
985 return WINED3D_OK;
988 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
989 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
990 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
991 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
992 union {
993 WINED3DLINEPATTERN lp;
994 DWORD d;
995 } lp;
996 union {
997 float f;
998 DWORD d;
999 } tmpfloat;
1000 unsigned int i;
1002 /* Note this may have a large overhead but it should only be executed
1003 once, in order to initialize the complete state of the device and
1004 all opengl equivalents */
1005 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1006 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1007 This->blockType = WINED3DSBT_INIT;
1009 /* Set some of the defaults for lights, transforms etc */
1010 memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
1011 memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
1012 for (i = 0; i < 256; ++i) {
1013 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
1016 TRACE("Render states\n");
1017 /* Render states: */
1018 if (ThisDevice->depthStencilBuffer != NULL) {
1019 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1020 } else {
1021 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1023 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1024 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1025 lp.lp.wRepeatFactor = 0;
1026 lp.lp.wLinePattern = 0;
1027 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1028 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1029 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1030 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1031 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1032 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1033 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1034 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1035 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1036 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1037 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1038 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1039 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1040 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1041 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1042 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1043 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1044 tmpfloat.f = 0.0f;
1045 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1046 tmpfloat.f = 1.0f;
1047 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1048 tmpfloat.f = 1.0f;
1049 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1050 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1051 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1052 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1053 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1054 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1055 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1056 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1057 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1058 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1059 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1060 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1061 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1062 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1063 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1064 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1065 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1066 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1067 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1068 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1069 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1070 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1071 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1072 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1073 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1074 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1075 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1076 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1077 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1078 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1079 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1080 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1081 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1082 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1083 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1084 tmpfloat.f = 1.0f;
1085 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1086 tmpfloat.f = 1.0f;
1087 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1088 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1089 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1090 tmpfloat.f = 1.0f;
1091 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1092 tmpfloat.f = 0.0f;
1093 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1094 tmpfloat.f = 0.0f;
1095 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1096 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1097 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1098 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1099 tmpfloat.f = 1.0f;
1100 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1101 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1102 tmpfloat.f = 64.0f;
1103 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1104 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1105 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1106 tmpfloat.f = 0.0f;
1107 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1111 /* states new in d3d9 */
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1113 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1114 tmpfloat.f = 1.0f;
1115 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1116 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1117 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1118 tmpfloat.f = 0.0f;
1119 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1120 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1121 tmpfloat.f = 1.0f;
1122 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1123 tmpfloat.f = 0.0f;
1124 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1125 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1126 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1127 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1130 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1131 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1132 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1133 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1134 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1135 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1139 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1141 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1142 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1144 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1147 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1148 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1150 /* clipping status */
1151 This->clip_status.ClipUnion = 0;
1152 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1154 /* Texture Stage States - Put directly into state block, we will call function below */
1155 for (i = 0; i < MAX_TEXTURES; i++) {
1156 TRACE("Setting up default texture states for texture Stage %d\n", i);
1157 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
1158 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1159 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1160 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1161 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1162 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1163 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1164 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
1165 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
1166 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
1167 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
1168 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1169 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
1170 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
1171 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1172 This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1173 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1174 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1175 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1177 This->lowest_disabled_stage = 1;
1179 /* Sampler states*/
1180 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1181 TRACE("Setting up default samplers states for sampler %d\n", i);
1182 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1183 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1184 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1185 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1186 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1187 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1188 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1189 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1190 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1191 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1192 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1193 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1194 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1197 /* Under DirectX you can have texture stage operations even if no texture is
1198 bound, whereas opengl will only do texture operations when a valid texture is
1199 bound. We emulate this by creating dummy textures and binding them to each
1200 texture stage, but disable all stages by default. Hence if a stage is enabled
1201 then the default texture will kick in until replaced by a SetTexture call */
1202 ENTER_GL();
1204 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1205 /* The dummy texture does not have client storage backing */
1206 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1207 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1209 for (i = 0; i < GL_LIMITS(textures); i++) {
1210 GLubyte white = 255;
1212 /* Note this avoids calling settexture, so pretend it has been called */
1213 This->changed.textures[i] = TRUE;
1214 This->textures[i] = NULL;
1216 /* Make appropriate texture active */
1217 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1218 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1219 checkGLcall("glActiveTextureARB");
1220 } else if (i > 0) {
1221 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1224 /* Generate an opengl texture name */
1225 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
1226 checkGLcall("glGenTextures");
1227 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
1229 /* Generate a dummy 2d texture (not using 1d because they cause many
1230 * DRI drivers fall back to sw) */
1231 This->textureDimensions[i] = GL_TEXTURE_2D;
1232 glBindTexture(GL_TEXTURE_2D, ThisDevice->dummyTextureName[i]);
1233 checkGLcall("glBindTexture");
1235 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1236 checkGLcall("glTexImage2D");
1238 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1239 /* Reenable because if supported it is enabled by default */
1240 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1241 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1244 LEAVE_GL();
1247 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1248 for (i = 0; i < MAX_PALETTES; ++i) {
1249 int j;
1250 for (j = 0; j < 256; ++j) {
1251 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
1252 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
1253 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
1254 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
1257 This->wineD3DDevice->currentPalette = 0;
1259 /* Set default GLSL program to NULL. We won't actually create one
1260 * until the app sets a vertex or pixel shader */
1261 This->glsl_program = NULL;
1263 TRACE("-----------------------> Device defaults now set up...\n");
1264 return WINED3D_OK;
1267 /**********************************************************
1268 * IWineD3DStateBlock VTbl follows
1269 **********************************************************/
1271 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1273 /* IUnknown */
1274 IWineD3DStateBlockImpl_QueryInterface,
1275 IWineD3DStateBlockImpl_AddRef,
1276 IWineD3DStateBlockImpl_Release,
1277 /* IWineD3DStateBlock */
1278 IWineD3DStateBlockImpl_GetParent,
1279 IWineD3DStateBlockImpl_GetDevice,
1280 IWineD3DStateBlockImpl_Capture,
1281 IWineD3DStateBlockImpl_Apply,
1282 IWineD3DStateBlockImpl_InitStartupStateBlock