2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
34 /** Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
37 HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
) {
39 IWineD3DStateBlockImpl
*This
= object
;
41 /* Allocate space for floating point constants */
42 object
->pixelShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
43 if (!object
->pixelShaderConstantF
) goto fail
;
45 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(pshader_constantsF
));
46 if (!object
->changed
.pixelShaderConstantsF
) goto fail
;
48 object
->vertexShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
49 if (!object
->vertexShaderConstantF
) goto fail
;
51 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(vshader_constantsF
));
52 if (!object
->changed
.vertexShaderConstantsF
) goto fail
;
54 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(vshader_constantsF
));
55 if (!object
->contained_vs_consts_f
) goto fail
;
57 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(pshader_constantsF
));
58 if (!object
->contained_ps_consts_f
) goto fail
;
60 list_init(&object
->set_vconstantsF
);
61 list_init(&object
->set_pconstantsF
);
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
);
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
);
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
,
117 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
118 unsigned bsize
= sizeof(BOOL
);
121 states
->indices
= value
;
122 states
->material
= 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
) {
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
;
167 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
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
;
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
));
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
);
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);
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);
258 constants_entry
*constant
, *constant2
;
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
);
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
;
324 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
326 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
328 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
329 IWineD3DDevice_AddRef(*ppDevice
);
334 static inline void record_lights(IWineD3DStateBlockImpl
*This
, IWineD3DStateBlockImpl
*targetStateBlock
) {
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
++) {
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
) {
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) {
360 This
->activeLights
[src
->glIndex
] = NULL
;
361 } else if(realLight
->glIndex
!= -1 && src
->glIndex
== -1){
363 This
->activeLights
[realLight
->glIndex
] = src
;
365 src
->glIndex
= realLight
->glIndex
;
373 /* Found a light, all done, proceed with next hash entry */
375 } else if(src
->changed
) {
376 /* Otherwise assign defaul params */
377 src
->OriginalParms
= WINED3D_default_light
;
379 /* Not enabled by default */
386 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
388 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
389 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
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
,
513 sizeof(WINED3DMATERIAL
)) != 0) {
514 TRACE("Updating material\n");
515 This
->material
= targetStateBlock
->material
;
518 if (This
->changed
.viewport
&& memcmp(&targetStateBlock
->viewport
,
520 sizeof(WINED3DVIEWPORT
)) != 0) {
521 TRACE("Updating viewport\n");
522 This
->viewport
= targetStateBlock
->viewport
;
525 if(This
->changed
.scissorRect
&& memcmp(&targetStateBlock
->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
));
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
]];
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
];
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
);
711 static inline void apply_lights(IWineD3DDevice
*pDevice
, IWineD3DStateBlockImpl
*This
) {
713 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
716 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
717 const PLIGHTINFOEL
*light
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
);
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*/
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);
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
]]);
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
));
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
]);
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
]) {
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
++) {
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
;
1026 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
1031 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
1032 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
1033 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
1034 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
1036 WINED3DLINEPATTERN lp
;
1044 IWineD3DSwapChain
*swapchain
;
1045 IWineD3DSurface
*backbuffer
;
1046 WINED3DSURFACE_DESC desc
= {0};
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
);
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
);
1094 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
1096 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
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
);
1134 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
1136 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
1137 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
1138 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
1140 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
1142 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
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
);
1149 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
1150 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
1152 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
1153 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
1154 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
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);
1164 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
1165 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
1166 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
1168 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
1169 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
1171 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
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;
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");
1280 /**********************************************************
1281 * IWineD3DStateBlock VTbl follows
1282 **********************************************************/
1284 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
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