push 3cf4bc9cdb38c4fc36232fe19b9b904fd4d068e9
[wine/hacks.git] / dlls / wined3d / stateblock.c
blobd568de631ee221a211647dcd01b42e5143031098
1 /*
2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
34 /** Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
37 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
39 IWineD3DStateBlockImpl *This = object;
41 /* 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;
60 list_init(&object->set_vconstantsF);
61 list_init(&object->set_pconstantsF);
63 return WINED3D_OK;
65 fail:
66 ERR("Failed to allocate memory\n");
67 HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
68 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
69 HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
70 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
71 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
72 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
73 return E_OUTOFMEMORY;
76 /** Copy all members of one stateblock to another */
77 static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
79 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
80 unsigned bsize = sizeof(BOOL);
82 /* Single values */
83 dest->indices = source->indices;
84 dest->material = source->material;
85 dest->fvf = source->fvf;
86 dest->viewport = source->viewport;
87 dest->vertexDecl = source->vertexDecl;
88 dest->pixelShader = source->pixelShader;
89 dest->vertexShader = source->vertexShader;
90 dest->scissorRect = dest->scissorRect;
92 /* Fixed size arrays */
93 memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
94 memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
95 memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
96 memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
97 memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
98 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
99 memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
100 memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
101 dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
102 dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
103 dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
104 dest->vertexShaderConstantsI = source->vertexShaderConstantsI;
106 /* Dynamically sized arrays */
107 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
108 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
111 /** Set all members of a stateblock savedstate to the given value */
112 void stateblock_savedstates_set(
113 IWineD3DStateBlock* iface,
114 SAVEDSTATES* states,
115 BOOL value) {
117 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
118 unsigned bsize = sizeof(BOOL);
120 /* Single values */
121 states->indices = value;
122 states->material = value;
123 states->fvf = value;
124 states->viewport = value;
125 states->vertexDecl = value;
126 states->pixelShader = value;
127 states->vertexShader = value;
128 states->scissorRect = value;
130 /* Fixed size arrays */
131 memset(states->streamSource, value, bsize * MAX_STREAMS);
132 memset(states->streamFreq, value, bsize * MAX_STREAMS);
133 memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
134 memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
135 memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
136 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
137 memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
138 memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
139 states->pixelShaderConstantsB = value ? 0xffff : 0;
140 states->pixelShaderConstantsI = value ? 0xffff : 0;
141 states->vertexShaderConstantsB = value ? 0xffff : 0;
142 states->vertexShaderConstantsI = value ? 0xffff : 0;
144 /* Dynamically sized arrays */
145 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
146 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
149 void stateblock_copy(
150 IWineD3DStateBlock* destination,
151 IWineD3DStateBlock* source) {
152 int l;
154 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
155 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
157 /* IUnknown fields */
158 Dest->lpVtbl = This->lpVtbl;
159 Dest->ref = This->ref;
161 /* IWineD3DStateBlock information */
162 Dest->parent = This->parent;
163 Dest->wineD3DDevice = This->wineD3DDevice;
164 Dest->blockType = This->blockType;
166 /* Saved states */
167 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
169 /* Single items */
170 Dest->fvf = This->fvf;
171 Dest->vertexDecl = This->vertexDecl;
172 Dest->vertexShader = This->vertexShader;
173 Dest->streamIsUP = This->streamIsUP;
174 Dest->pIndexData = This->pIndexData;
175 Dest->baseVertexIndex = This->baseVertexIndex;
176 /* Dest->lights = This->lights; */
177 Dest->clip_status = This->clip_status;
178 Dest->viewport = This->viewport;
179 Dest->material = This->material;
180 Dest->pixelShader = This->pixelShader;
181 Dest->scissorRect = This->scissorRect;
183 /* Lights */
184 memset(This->activeLights, 0, sizeof(This->activeLights));
185 for(l = 0; l < LIGHTMAP_SIZE; l++) {
186 struct list *e1, *e2;
187 LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
188 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
189 list_remove(&light->entry);
190 HeapFree(GetProcessHeap(), 0, light);
193 LIST_FOR_EACH(e1, &This->lightMap[l]) {
194 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
195 light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
196 *light2 = *light;
197 list_add_tail(&Dest->lightMap[l], &light2->entry);
198 if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
202 /* Fixed size arrays */
203 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
204 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
205 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
206 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
208 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
209 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
210 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
211 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
212 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
213 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
214 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
215 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
216 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
217 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
218 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
220 /* Dynamically sized arrays */
221 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
222 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
225 /**********************************************************
226 * IWineD3DStateBlockImpl IUnknown parts follows
227 **********************************************************/
228 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
230 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
231 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
232 if (IsEqualGUID(riid, &IID_IUnknown)
233 || IsEqualGUID(riid, &IID_IWineD3DBase)
234 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
235 IUnknown_AddRef(iface);
236 *ppobj = This;
237 return S_OK;
239 *ppobj = NULL;
240 return E_NOINTERFACE;
243 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
244 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
245 ULONG refCount = InterlockedIncrement(&This->ref);
247 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
248 return refCount;
251 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
252 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
253 ULONG refCount = InterlockedDecrement(&This->ref);
255 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
257 if (!refCount) {
258 constants_entry *constant, *constant2;
259 int counter;
261 /* type 0 represents the primary stateblock, so free all the resources */
262 if (This->blockType == WINED3DSBT_INIT) {
263 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
264 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
265 if (This->textures[counter]) {
266 /* release our 'internal' hold on the texture */
267 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
268 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
274 for (counter = 0; counter < MAX_STREAMS; counter++) {
275 if(This->streamSource[counter]) {
276 if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
277 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
281 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
282 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
283 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
285 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
286 struct list *e1, *e2;
287 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
288 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
289 list_remove(&light->entry);
290 HeapFree(GetProcessHeap(), 0, light);
294 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
295 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
296 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
297 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
298 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
299 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
301 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
302 HeapFree(GetProcessHeap(), 0, constant);
305 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
306 HeapFree(GetProcessHeap(), 0, constant);
309 HeapFree(GetProcessHeap(), 0, This);
311 return refCount;
314 /**********************************************************
315 * IWineD3DStateBlockImpl parts follows
316 **********************************************************/
317 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
318 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
319 IUnknown_AddRef(This->parent);
320 *pParent = This->parent;
321 return WINED3D_OK;
324 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
326 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
328 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
329 IWineD3DDevice_AddRef(*ppDevice);
330 return WINED3D_OK;
334 static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
335 UINT i;
337 /* Lights... For a recorded state block, we just had a chain of actions to perform,
338 * so we need to walk that chain and update any actions which differ
340 for(i = 0; i < LIGHTMAP_SIZE; i++) {
341 struct list *e, *f;
342 LIST_FOR_EACH(e, &This->lightMap[i]) {
343 BOOL updated = FALSE;
344 PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
345 if(!src->changed || !src->enabledChanged) continue;
347 /* Look up the light in the destination */
348 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
349 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
350 if(realLight->OriginalIndex == src->OriginalIndex) {
351 if(src->changed) {
352 src->OriginalParms = realLight->OriginalParms;
354 if(src->enabledChanged) {
355 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
356 * or disabled -> enabled -> disabled changes
358 if(realLight->glIndex == -1 && src->glIndex != -1) {
359 /* Light disabled */
360 This->activeLights[src->glIndex] = NULL;
361 } else if(realLight->glIndex != -1 && src->glIndex == -1){
362 /* Light enabled */
363 This->activeLights[realLight->glIndex] = src;
365 src->glIndex = realLight->glIndex;
367 updated = TRUE;
368 break;
372 if(updated) {
373 /* Found a light, all done, proceed with next hash entry */
374 continue;
375 } else if(src->changed) {
376 /* Otherwise assign defaul params */
377 src->OriginalParms = WINED3D_default_light;
378 } else {
379 /* Not enabled by default */
380 src->glIndex = -1;
386 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
388 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
389 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
390 unsigned int i, j;
392 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
394 /* If not recorded, then update can just recapture */
395 if (This->blockType == WINED3DSBT_RECORDED) {
397 /* Recorded => Only update 'changed' values */
398 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
399 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
401 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
402 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
403 This->vertexShader = targetStateBlock->vertexShader;
406 /* Vertex Shader Float Constants */
407 for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
408 i = This->contained_vs_consts_f[j];
409 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
410 targetStateBlock->vertexShaderConstantF[i * 4],
411 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
412 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
413 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
415 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
416 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
417 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
418 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
421 /* Vertex Shader Integer Constants */
422 for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
423 i = This->contained_vs_consts_i[j];
424 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
425 targetStateBlock->vertexShaderConstantI[i * 4],
426 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
427 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
428 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
430 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
431 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
432 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
433 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
436 /* Vertex Shader Boolean Constants */
437 for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
438 i = This->contained_vs_consts_b[j];
439 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
440 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
442 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
445 /* Pixel Shader Float Constants */
446 for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
447 i = This->contained_ps_consts_f[j];
448 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
449 targetStateBlock->pixelShaderConstantF[i * 4],
450 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
451 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
452 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
454 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
455 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
456 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
457 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
460 /* Pixel Shader Integer Constants */
461 for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
462 i = This->contained_ps_consts_i[j];
463 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
464 targetStateBlock->pixelShaderConstantI[i * 4],
465 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
466 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
467 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
469 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
470 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
471 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
472 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
475 /* Pixel Shader Boolean Constants */
476 for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
477 i = This->contained_ps_consts_b[j];
478 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
479 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
481 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
484 /* Others + Render & Texture */
485 for (i = 0; i < This->num_contained_transform_states; i++) {
486 TRACE("Updating transform %d\n", i);
487 This->transforms[This->contained_transform_states[i]] =
488 targetStateBlock->transforms[This->contained_transform_states[i]];
491 if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
492 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
493 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
494 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
495 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
496 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
497 This->pIndexData = targetStateBlock->pIndexData;
498 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
501 if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
502 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
504 This->vertexDecl = targetStateBlock->vertexDecl;
507 if(This->changed.fvf && This->fvf != targetStateBlock->fvf){
508 This->fvf = targetStateBlock->fvf;
511 if (This->changed.material && memcmp(&targetStateBlock->material,
512 &This->material,
513 sizeof(WINED3DMATERIAL)) != 0) {
514 TRACE("Updating material\n");
515 This->material = targetStateBlock->material;
518 if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
519 &This->viewport,
520 sizeof(WINED3DVIEWPORT)) != 0) {
521 TRACE("Updating viewport\n");
522 This->viewport = targetStateBlock->viewport;
525 if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
526 &This->scissorRect,
527 sizeof(targetStateBlock->scissorRect)))
529 TRACE("Updating scissor rect\n");
530 targetStateBlock->scissorRect = This->scissorRect;
533 for (i = 0; i < MAX_STREAMS; i++) {
534 if (This->changed.streamSource[i] &&
535 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
536 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
537 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
538 targetStateBlock->streamStride[i]);
539 This->streamStride[i] = targetStateBlock->streamStride[i];
540 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
541 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
542 This->streamSource[i] = targetStateBlock->streamSource[i];
545 if (This->changed.streamFreq[i] &&
546 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
547 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
548 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
549 targetStateBlock->streamFlags[i]);
550 This->streamFreq[i] = targetStateBlock->streamFreq[i];
551 This->streamFlags[i] = targetStateBlock->streamFlags[i];
555 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
556 if (This->changed.clipplane[i]
557 && memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
559 TRACE("Updating clipplane %d\n", i);
560 memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
564 /* Render */
565 for (i = 0; i < This->num_contained_render_states; i++) {
566 TRACE("Updating renderState %d to %d\n",
567 This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
568 This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
571 /* Texture states */
572 for (j = 0; j < This->num_contained_tss_states; j++) {
573 DWORD stage = This->contained_tss_states[j].stage;
574 DWORD state = This->contained_tss_states[j].state;
576 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
577 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
578 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
581 /* Samplers */
582 /* TODO: move over to using memcpy */
583 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
584 if (This->changed.textures[j]) {
585 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
586 This->textures[j] = targetStateBlock->textures[j];
590 for (j = 0; j < This->num_contained_sampler_states; j++) {
591 DWORD stage = This->contained_sampler_states[j].stage;
592 DWORD state = This->contained_sampler_states[j].state;
593 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
594 stage, state, targetStateBlock->samplerState[stage][state],
595 This->samplerState[stage][state]);
596 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
598 if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
599 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
600 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
601 This->pixelShader = targetStateBlock->pixelShader;
604 record_lights(This, targetStateBlock);
605 } else if(This->blockType == WINED3DSBT_ALL) {
606 This->vertexDecl = targetStateBlock->vertexDecl;
607 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
608 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
609 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
610 memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
611 memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
612 memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
613 memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
614 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
615 memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
616 record_lights(This, targetStateBlock);
617 memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
618 This->clip_status = targetStateBlock->clip_status;
619 This->viewport = targetStateBlock->viewport;
620 This->material = targetStateBlock->material;
621 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
622 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
623 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
624 memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
625 memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
626 memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
627 memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
628 This->scissorRect = targetStateBlock->scissorRect;
630 if(targetStateBlock->pIndexData != This->pIndexData) {
631 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
632 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
633 This->pIndexData = targetStateBlock->pIndexData;
635 for(i = 0; i < MAX_STREAMS; i++) {
636 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
637 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
638 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
639 This->streamSource[i] = targetStateBlock->streamSource[i];
642 if(This->vertexShader != targetStateBlock->vertexShader) {
643 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
644 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
645 This->vertexShader = targetStateBlock->vertexShader;
647 if(This->pixelShader != targetStateBlock->pixelShader) {
648 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
649 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
650 This->pixelShader = targetStateBlock->pixelShader;
652 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
653 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
654 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
655 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
656 record_lights(This, targetStateBlock);
657 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
658 This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
660 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
661 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
662 This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
665 for (j = 0; j < MAX_TEXTURES; j++) {
666 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
667 This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
670 for(i = 0; i < MAX_STREAMS; i++) {
671 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
672 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
673 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
674 This->streamSource[i] = targetStateBlock->streamSource[i];
677 if(This->vertexShader != targetStateBlock->vertexShader) {
678 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
679 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
680 This->vertexShader = targetStateBlock->vertexShader;
682 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
683 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
684 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
685 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
686 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
687 This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
689 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
690 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
691 This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
694 for (j = 0; j < MAX_TEXTURES; j++) {
695 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
696 This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
699 if(This->pixelShader != targetStateBlock->pixelShader) {
700 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
701 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
702 This->pixelShader = targetStateBlock->pixelShader;
706 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
708 return WINED3D_OK;
711 static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
712 UINT i;
713 for(i = 0; i < LIGHTMAP_SIZE; i++) {
714 struct list *e;
716 LIST_FOR_EACH(e, &This->lightMap[i]) {
717 const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
719 if(light->changed) {
720 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
722 if(light->enabledChanged) {
723 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
729 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
730 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
731 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
733 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
734 should really perform a delta so that only the changes get updated*/
736 UINT i;
737 UINT j;
739 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
741 TRACE("Blocktype: %d\n", This->blockType);
743 if(This->blockType == WINED3DSBT_RECORDED) {
744 if (This->changed.vertexShader) {
745 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
747 /* Vertex Shader Constants */
748 for (i = 0; i < This->num_contained_vs_consts_f; i++) {
749 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
750 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
752 for (i = 0; i < This->num_contained_vs_consts_i; i++) {
753 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
754 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
756 for (i = 0; i < This->num_contained_vs_consts_b; i++) {
757 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
758 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
761 apply_lights(pDevice, This);
763 if (This->changed.pixelShader) {
764 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
766 /* Pixel Shader Constants */
767 for (i = 0; i < This->num_contained_ps_consts_f; i++) {
768 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
769 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
771 for (i = 0; i < This->num_contained_ps_consts_i; i++) {
772 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
773 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
775 for (i = 0; i < This->num_contained_ps_consts_b; i++) {
776 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
777 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
780 /* Render */
781 for (i = 0; i <= This->num_contained_render_states; i++) {
782 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
783 This->renderState[This->contained_render_states[i]]);
785 /* Texture states */
786 for (i = 0; i < This->num_contained_tss_states; i++) {
787 DWORD stage = This->contained_tss_states[i].stage;
788 DWORD state = This->contained_tss_states[i].state;
789 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
790 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
791 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
792 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
794 /* Sampler states */
795 for (i = 0; i < This->num_contained_sampler_states; i++) {
796 DWORD stage = This->contained_sampler_states[i].stage;
797 DWORD state = This->contained_sampler_states[i].state;
798 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
799 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
800 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
803 for (i = 0; i < This->num_contained_transform_states; i++) {
804 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
805 &This->transforms[This->contained_transform_states[i]]);
808 if (This->changed.indices) {
809 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
810 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
813 if (This->changed.fvf) {
814 IWineD3DDevice_SetFVF(pDevice, This->fvf);
817 if (This->changed.vertexDecl) {
818 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
821 if (This->changed.material ) {
822 IWineD3DDevice_SetMaterial(pDevice, &This->material);
825 if (This->changed.viewport) {
826 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
829 if (This->changed.scissorRect) {
830 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
833 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
834 for (i=0; i<MAX_STREAMS; i++) {
835 if (This->changed.streamSource[i])
836 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
838 if (This->changed.streamFreq[i])
839 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
841 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
842 if (This->changed.textures[j]) {
843 if (j < MAX_FRAGMENT_SAMPLERS) {
844 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
845 } else {
846 IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
851 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
852 if (This->changed.clipplane[i]) {
853 float clip[4];
855 clip[0] = This->clipplane[i][0];
856 clip[1] = This->clipplane[i][1];
857 clip[2] = This->clipplane[i][2];
858 clip[3] = This->clipplane[i][3];
859 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
863 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
864 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
865 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
866 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
867 This->vertexShaderConstantF + i * 4, 1);
869 for (i = 0; i < MAX_CONST_I; i++) {
870 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
871 This->vertexShaderConstantI + i * 4, 1);
873 for (i = 0; i < MAX_CONST_B; i++) {
874 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
875 This->vertexShaderConstantB + i, 1);
878 apply_lights(pDevice, This);
880 for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
881 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
883 for(j = 0; j < MAX_TEXTURES; j++) {
884 for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
885 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
886 This->textureState[j][SavedVertexStates_T[i]]);
890 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
891 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
892 IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
893 This->samplerState[j][SavedVertexStates_S[i]]);
896 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
897 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
898 IWineD3DDevice_SetSamplerState(pDevice,
899 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
900 SavedVertexStates_S[i],
901 This->samplerState[j][SavedVertexStates_S[i]]);
904 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
905 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
906 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
907 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
908 This->pixelShaderConstantF + i * 4, 1);
910 for (i = 0; i < MAX_CONST_I; i++) {
911 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
912 This->pixelShaderConstantI + i * 4, 1);
914 for (i = 0; i < MAX_CONST_B; i++) {
915 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
916 This->pixelShaderConstantB + i, 1);
919 for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
920 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
922 for(j = 0; j < MAX_TEXTURES; j++) {
923 for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
924 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
925 This->textureState[j][SavedPixelStates_T[i]]);
929 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
930 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
931 IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
932 This->samplerState[j][SavedPixelStates_S[i]]);
935 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
936 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
937 IWineD3DDevice_SetSamplerState(pDevice,
938 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
939 SavedPixelStates_S[i],
940 This->samplerState[j][SavedPixelStates_S[i]]);
943 } else if(This->blockType == WINED3DSBT_ALL) {
944 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
945 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
946 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
947 This->vertexShaderConstantF + i * 4, 1);
949 for (i = 0; i < MAX_CONST_I; i++) {
950 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
951 This->vertexShaderConstantI + i * 4, 1);
953 for (i = 0; i < MAX_CONST_B; i++) {
954 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
955 This->vertexShaderConstantB + i, 1);
958 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
959 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
960 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
961 This->pixelShaderConstantF + i * 4, 1);
963 for (i = 0; i < MAX_CONST_I; i++) {
964 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
965 This->pixelShaderConstantI + i * 4, 1);
967 for (i = 0; i < MAX_CONST_B; i++) {
968 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
969 This->pixelShaderConstantB + i, 1);
972 apply_lights(pDevice, This);
974 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
975 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
977 for(j = 0; j < MAX_TEXTURES; j++) {
978 for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
979 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
983 /* Skip unused values between TEXTURE8 and WORLD0 ? */
984 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
985 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
987 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
988 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
989 IWineD3DDevice_SetFVF(pDevice, This->fvf);
990 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
991 IWineD3DDevice_SetMaterial(pDevice, &This->material);
992 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
993 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
995 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
996 for (i=0; i<MAX_STREAMS; i++) {
997 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
998 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
1000 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
1001 UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
1003 IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
1004 for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
1005 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
1008 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
1009 float clip[4];
1011 clip[0] = This->clipplane[i][0];
1012 clip[1] = This->clipplane[i][1];
1013 clip[2] = This->clipplane[i][2];
1014 clip[3] = This->clipplane[i][3];
1015 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1019 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1020 for(j = 0; j < MAX_TEXTURES - 1; j++) {
1021 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1022 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
1023 break;
1026 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1028 return WINED3D_OK;
1031 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1032 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1033 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
1034 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
1035 union {
1036 WINED3DLINEPATTERN lp;
1037 DWORD d;
1038 } lp;
1039 union {
1040 float f;
1041 DWORD d;
1042 } tmpfloat;
1043 unsigned int i;
1044 IWineD3DSwapChain *swapchain;
1045 IWineD3DSurface *backbuffer;
1046 WINED3DSURFACE_DESC desc = {0};
1047 UINT width, height;
1048 RECT scissorrect;
1049 HRESULT hr;
1051 /* Note this may have a large overhead but it should only be executed
1052 once, in order to initialize the complete state of the device and
1053 all opengl equivalents */
1054 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1055 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1056 This->blockType = WINED3DSBT_INIT;
1058 /* Set some of the defaults for lights, transforms etc */
1059 memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1060 memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1061 for (i = 0; i < 256; ++i) {
1062 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1065 TRACE("Render states\n");
1066 /* Render states: */
1067 if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1068 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1069 } else {
1070 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1072 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1073 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1074 lp.lp.wRepeatFactor = 0;
1075 lp.lp.wLinePattern = 0;
1076 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1077 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1078 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1079 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1080 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1081 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1082 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1083 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1084 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1085 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1086 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1087 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1088 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1089 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1090 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1091 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1092 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1093 tmpfloat.f = 0.0f;
1094 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1095 tmpfloat.f = 1.0f;
1096 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1097 tmpfloat.f = 1.0f;
1098 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1099 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1100 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1101 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1102 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1103 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1104 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1105 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1106 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1107 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1111 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1113 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1114 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1115 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1116 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1117 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1118 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1119 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1120 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1121 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1122 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1123 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1124 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1125 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1126 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1127 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1130 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1131 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1132 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1133 tmpfloat.f = 1.0f;
1134 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1135 tmpfloat.f = 1.0f;
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1139 tmpfloat.f = 1.0f;
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1141 tmpfloat.f = 0.0f;
1142 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1143 tmpfloat.f = 0.0f;
1144 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1147 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1148 tmpfloat.f = 1.0f;
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1150 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1151 tmpfloat.f = 64.0f;
1152 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1153 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1154 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1155 tmpfloat.f = 0.0f;
1156 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1157 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1158 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1159 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1160 /* states new in d3d9 */
1161 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1163 tmpfloat.f = 1.0f;
1164 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1165 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1166 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1167 tmpfloat.f = 0.0f;
1168 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1169 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1170 tmpfloat.f = 1.0f;
1171 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1172 tmpfloat.f = 0.0f;
1173 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1174 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1176 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1177 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1178 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1179 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1180 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1181 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1182 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1183 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1184 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1185 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1186 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1188 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1189 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1190 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1191 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1192 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1193 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1194 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1195 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1196 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1197 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1199 /* clipping status */
1200 This->clip_status.ClipUnion = 0;
1201 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1203 /* Texture Stage States - Put directly into state block, we will call function below */
1204 for (i = 0; i < MAX_TEXTURES; i++) {
1205 TRACE("Setting up default texture states for texture Stage %d\n", i);
1206 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1207 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1208 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1209 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1210 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1211 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1212 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1213 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
1214 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
1215 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
1216 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
1217 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1218 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
1219 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
1220 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1221 This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1222 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1223 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1224 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1226 This->lowest_disabled_stage = 1;
1228 /* Sampler states*/
1229 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1230 TRACE("Setting up default samplers states for sampler %d\n", i);
1231 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1232 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1233 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1234 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1235 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1236 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1237 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1238 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1239 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1240 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1241 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1242 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1243 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1246 for(i = 0; i < GL_LIMITS(textures); i++) {
1247 /* Note: This avoids calling SetTexture, so pretend it has been called */
1248 This->changed.textures[i] = TRUE;
1249 This->textures[i] = NULL;
1252 /* Set the default scissor rect values */
1253 desc.Width = &width;
1254 desc.Height = &height;
1256 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1257 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1258 if( hr == WINED3D_OK && swapchain != NULL) {
1259 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1260 if( hr == WINED3D_OK && backbuffer != NULL) {
1261 IWineD3DSurface_GetDesc(backbuffer, &desc);
1262 IWineD3DSurface_Release(backbuffer);
1264 scissorrect.left = 0;
1265 scissorrect.right = width;
1266 scissorrect.top = 0;
1267 scissorrect.bottom = height;
1268 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1269 if( hr != WINED3D_OK ) {
1270 ERR("This should never happen, expect rendering issues!\n");
1273 IWineD3DSwapChain_Release(swapchain);
1276 TRACE("-----------------------> Device defaults now set up...\n");
1277 return WINED3D_OK;
1280 /**********************************************************
1281 * IWineD3DStateBlock VTbl follows
1282 **********************************************************/
1284 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1286 /* IUnknown */
1287 IWineD3DStateBlockImpl_QueryInterface,
1288 IWineD3DStateBlockImpl_AddRef,
1289 IWineD3DStateBlockImpl_Release,
1290 /* IWineD3DStateBlock */
1291 IWineD3DStateBlockImpl_GetParent,
1292 IWineD3DStateBlockImpl_GetDevice,
1293 IWineD3DStateBlockImpl_Capture,
1294 IWineD3DStateBlockImpl_Apply,
1295 IWineD3DStateBlockImpl_InitStartupStateBlock