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 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
43 /* Allocate space for floating point constants */
44 object
->pixelShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
45 WINED3D_MEMCHECK(object
->pixelShaderConstantF
);
46 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(pshader_constantsF
));
47 WINED3D_MEMCHECK(object
->changed
.pixelShaderConstantsF
);
48 object
->vertexShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
49 WINED3D_MEMCHECK(object
->vertexShaderConstantF
);
50 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(vshader_constantsF
));
51 WINED3D_MEMCHECK(object
->changed
.vertexShaderConstantsF
);
52 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(vshader_constantsF
));
53 WINED3D_MEMCHECK(object
->contained_vs_consts_f
);
54 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(pshader_constantsF
));
55 WINED3D_MEMCHECK(object
->contained_ps_consts_f
);
57 list_init(&object
->set_vconstantsF
);
58 list_init(&object
->set_pconstantsF
);
60 #undef WINED3D_MEMCHECK
65 /** Copy all members of one stateblock to another */
66 void stateblock_savedstates_copy(IWineD3DStateBlock
* iface
, SAVEDSTATES
*dest
, const SAVEDSTATES
*source
)
68 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
69 unsigned bsize
= sizeof(BOOL
);
72 dest
->indices
= source
->indices
;
73 dest
->material
= source
->material
;
74 dest
->fvf
= source
->fvf
;
75 dest
->viewport
= source
->viewport
;
76 dest
->vertexDecl
= source
->vertexDecl
;
77 dest
->pixelShader
= source
->pixelShader
;
78 dest
->vertexShader
= source
->vertexShader
;
79 dest
->scissorRect
= dest
->scissorRect
;
81 /* Fixed size arrays */
82 memcpy(dest
->streamSource
, source
->streamSource
, bsize
* MAX_STREAMS
);
83 memcpy(dest
->streamFreq
, source
->streamFreq
, bsize
* MAX_STREAMS
);
84 memcpy(dest
->textures
, source
->textures
, bsize
* MAX_COMBINED_SAMPLERS
);
85 memcpy(dest
->transform
, source
->transform
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
86 memcpy(dest
->renderState
, source
->renderState
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
87 memcpy(dest
->textureState
, source
->textureState
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
88 memcpy(dest
->samplerState
, source
->samplerState
, bsize
* MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
89 memcpy(dest
->clipplane
, source
->clipplane
, bsize
* MAX_CLIPPLANES
);
90 memcpy(dest
->pixelShaderConstantsB
, source
->pixelShaderConstantsB
, bsize
* MAX_CONST_B
);
91 memcpy(dest
->pixelShaderConstantsI
, source
->pixelShaderConstantsI
, bsize
* MAX_CONST_I
);
92 memcpy(dest
->vertexShaderConstantsB
, source
->vertexShaderConstantsB
, bsize
* MAX_CONST_B
);
93 memcpy(dest
->vertexShaderConstantsI
, source
->vertexShaderConstantsI
, bsize
* MAX_CONST_I
);
95 /* Dynamically sized arrays */
96 memcpy(dest
->pixelShaderConstantsF
, source
->pixelShaderConstantsF
, bsize
* GL_LIMITS(pshader_constantsF
));
97 memcpy(dest
->vertexShaderConstantsF
, source
->vertexShaderConstantsF
, bsize
* GL_LIMITS(vshader_constantsF
));
100 /** Set all members of a stateblock savedstate to the given value */
101 void stateblock_savedstates_set(
102 IWineD3DStateBlock
* iface
,
106 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
107 unsigned bsize
= sizeof(BOOL
);
110 states
->indices
= value
;
111 states
->material
= value
;
113 states
->viewport
= value
;
114 states
->vertexDecl
= value
;
115 states
->pixelShader
= value
;
116 states
->vertexShader
= value
;
117 states
->scissorRect
= value
;
119 /* Fixed size arrays */
120 memset(states
->streamSource
, value
, bsize
* MAX_STREAMS
);
121 memset(states
->streamFreq
, value
, bsize
* MAX_STREAMS
);
122 memset(states
->textures
, value
, bsize
* MAX_COMBINED_SAMPLERS
);
123 memset(states
->transform
, value
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
124 memset(states
->renderState
, value
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
125 memset(states
->textureState
, value
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
126 memset(states
->samplerState
, value
, bsize
* MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
127 memset(states
->clipplane
, value
, bsize
* MAX_CLIPPLANES
);
128 memset(states
->pixelShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
129 memset(states
->pixelShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
130 memset(states
->vertexShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
131 memset(states
->vertexShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
133 /* Dynamically sized arrays */
134 memset(states
->pixelShaderConstantsF
, value
, bsize
* GL_LIMITS(pshader_constantsF
));
135 memset(states
->vertexShaderConstantsF
, value
, bsize
* GL_LIMITS(vshader_constantsF
));
138 void stateblock_copy(
139 IWineD3DStateBlock
* destination
,
140 IWineD3DStateBlock
* source
) {
143 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)source
;
144 IWineD3DStateBlockImpl
*Dest
= (IWineD3DStateBlockImpl
*)destination
;
146 /* IUnknown fields */
147 Dest
->lpVtbl
= This
->lpVtbl
;
148 Dest
->ref
= This
->ref
;
150 /* IWineD3DStateBlock information */
151 Dest
->parent
= This
->parent
;
152 Dest
->wineD3DDevice
= This
->wineD3DDevice
;
153 Dest
->blockType
= This
->blockType
;
156 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
159 Dest
->fvf
= This
->fvf
;
160 Dest
->vertexDecl
= This
->vertexDecl
;
161 Dest
->vertexShader
= This
->vertexShader
;
162 Dest
->streamIsUP
= This
->streamIsUP
;
163 Dest
->pIndexData
= This
->pIndexData
;
164 Dest
->baseVertexIndex
= This
->baseVertexIndex
;
165 /* Dest->lights = This->lights; */
166 Dest
->clip_status
= This
->clip_status
;
167 Dest
->viewport
= This
->viewport
;
168 Dest
->material
= This
->material
;
169 Dest
->pixelShader
= This
->pixelShader
;
170 Dest
->scissorRect
= This
->scissorRect
;
173 memset(This
->activeLights
, 0, sizeof(This
->activeLights
));
174 for(l
= 0; l
< LIGHTMAP_SIZE
; l
++) {
175 struct list
*e1
, *e2
;
176 LIST_FOR_EACH_SAFE(e1
, e2
, &Dest
->lightMap
[l
]) {
177 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
178 list_remove(&light
->entry
);
179 HeapFree(GetProcessHeap(), 0, light
);
182 LIST_FOR_EACH(e1
, &This
->lightMap
[l
]) {
183 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
), *light2
;
184 light2
= HeapAlloc(GetProcessHeap(), 0, sizeof(*light
));
186 list_add_tail(&Dest
->lightMap
[l
], &light2
->entry
);
187 if(light2
->glIndex
!= -1) Dest
->activeLights
[light2
->glIndex
] = light2
;
191 /* Fixed size arrays */
192 memcpy(Dest
->vertexShaderConstantB
, This
->vertexShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
193 memcpy(Dest
->vertexShaderConstantI
, This
->vertexShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
194 memcpy(Dest
->pixelShaderConstantB
, This
->pixelShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
195 memcpy(Dest
->pixelShaderConstantI
, This
->pixelShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
197 memcpy(Dest
->streamStride
, This
->streamStride
, sizeof(UINT
) * MAX_STREAMS
);
198 memcpy(Dest
->streamOffset
, This
->streamOffset
, sizeof(UINT
) * MAX_STREAMS
);
199 memcpy(Dest
->streamSource
, This
->streamSource
, sizeof(IWineD3DVertexBuffer
*) * MAX_STREAMS
);
200 memcpy(Dest
->streamFreq
, This
->streamFreq
, sizeof(UINT
) * MAX_STREAMS
);
201 memcpy(Dest
->streamFlags
, This
->streamFlags
, sizeof(UINT
) * MAX_STREAMS
);
202 memcpy(Dest
->transforms
, This
->transforms
, sizeof(WINED3DMATRIX
) * (HIGHEST_TRANSFORMSTATE
+ 1));
203 memcpy(Dest
->clipplane
, This
->clipplane
, sizeof(double) * MAX_CLIPPLANES
* 4);
204 memcpy(Dest
->renderState
, This
->renderState
, sizeof(DWORD
) * (WINEHIGHEST_RENDER_STATE
+ 1));
205 memcpy(Dest
->textures
, This
->textures
, sizeof(IWineD3DBaseTexture
*) * MAX_COMBINED_SAMPLERS
);
206 memcpy(Dest
->textureDimensions
, This
->textureDimensions
, sizeof(int) * MAX_COMBINED_SAMPLERS
);
207 memcpy(Dest
->textureState
, This
->textureState
, sizeof(DWORD
) * MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
208 memcpy(Dest
->samplerState
, This
->samplerState
, sizeof(DWORD
) * MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
210 /* Dynamically sized arrays */
211 memcpy(Dest
->vertexShaderConstantF
, This
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
212 memcpy(Dest
->pixelShaderConstantF
, This
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
215 /**********************************************************
216 * IWineD3DStateBlockImpl IUnknown parts follows
217 **********************************************************/
218 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
220 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
221 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
222 if (IsEqualGUID(riid
, &IID_IUnknown
)
223 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
224 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
)){
225 IUnknown_AddRef(iface
);
230 return E_NOINTERFACE
;
233 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
234 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
235 ULONG refCount
= InterlockedIncrement(&This
->ref
);
237 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
241 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
242 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
243 ULONG refCount
= InterlockedDecrement(&This
->ref
);
245 TRACE("(%p) : Releasing from %d\n", This
, refCount
+ 1);
248 constants_entry
*constant
, *constant2
;
251 /* type 0 represents the primary stateblock, so free all the resources */
252 if (This
->blockType
== WINED3DSBT_INIT
) {
253 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
254 for (counter
= 0; counter
< MAX_COMBINED_SAMPLERS
; counter
++) {
255 if (This
->textures
[counter
]) {
256 /* release our 'internal' hold on the texture */
257 if(0 != IWineD3DBaseTexture_Release(This
->textures
[counter
])) {
258 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter
, This
->textures
[counter
]);
264 for (counter
= 0; counter
< MAX_STREAMS
; counter
++) {
265 if(This
->streamSource
[counter
]) {
266 if(0 != IWineD3DVertexBuffer_Release(This
->streamSource
[counter
])) {
267 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter
, This
->streamSource
[counter
]);
271 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
272 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
273 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
275 for(counter
= 0; counter
< LIGHTMAP_SIZE
; counter
++) {
276 struct list
*e1
, *e2
;
277 LIST_FOR_EACH_SAFE(e1
, e2
, &This
->lightMap
[counter
]) {
278 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
279 list_remove(&light
->entry
);
280 HeapFree(GetProcessHeap(), 0, light
);
284 HeapFree(GetProcessHeap(), 0, This
->vertexShaderConstantF
);
285 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
286 HeapFree(GetProcessHeap(), 0, This
->pixelShaderConstantF
);
287 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
288 HeapFree(GetProcessHeap(), 0, This
->contained_vs_consts_f
);
289 HeapFree(GetProcessHeap(), 0, This
->contained_ps_consts_f
);
291 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant2
, &This
->set_vconstantsF
, constants_entry
, entry
) {
292 HeapFree(GetProcessHeap(), 0, constant
);
295 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant2
, &This
->set_pconstantsF
, constants_entry
, entry
) {
296 HeapFree(GetProcessHeap(), 0, constant
);
299 HeapFree(GetProcessHeap(), 0, This
);
304 /**********************************************************
305 * IWineD3DStateBlockImpl parts follows
306 **********************************************************/
307 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
308 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
309 IUnknown_AddRef(This
->parent
);
310 *pParent
= This
->parent
;
314 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
316 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
318 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
319 IWineD3DDevice_AddRef(*ppDevice
);
324 static inline void record_lights(IWineD3DStateBlockImpl
*This
, IWineD3DStateBlockImpl
*targetStateBlock
) {
327 /* Lights... For a recorded state block, we just had a chain of actions to perform,
328 * so we need to walk that chain and update any actions which differ
330 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
332 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
333 BOOL updated
= FALSE
;
334 PLIGHTINFOEL
*src
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
), *realLight
;
335 if(!src
->changed
|| !src
->enabledChanged
) continue;
337 /* Look up the light in the destination */
338 LIST_FOR_EACH(f
, &targetStateBlock
->lightMap
[i
]) {
339 realLight
= LIST_ENTRY(f
, PLIGHTINFOEL
, entry
);
340 if(realLight
->OriginalIndex
== src
->OriginalIndex
) {
342 src
->OriginalParms
= realLight
->OriginalParms
;
344 if(src
->enabledChanged
) {
345 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
346 * or disabled -> enabled -> disabled changes
348 if(realLight
->glIndex
== -1 && src
->glIndex
!= -1) {
350 This
->activeLights
[src
->glIndex
] = NULL
;
351 } else if(realLight
->glIndex
!= -1 && src
->glIndex
== -1){
353 This
->activeLights
[realLight
->glIndex
] = src
;
355 src
->glIndex
= realLight
->glIndex
;
363 /* Found a light, all done, proceed with next hash entry */
365 } else if(src
->changed
) {
366 /* Otherwise assign defaul params */
367 src
->OriginalParms
= WINED3D_default_light
;
369 /* Not enabled by default */
376 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
378 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
379 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
382 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
384 /* If not recorded, then update can just recapture */
385 if (This
->blockType
== WINED3DSBT_RECORDED
) {
387 /* Recorded => Only update 'changed' values */
388 if (This
->changed
.vertexShader
&& This
->vertexShader
!= targetStateBlock
->vertexShader
) {
389 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
391 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
392 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
393 This
->vertexShader
= targetStateBlock
->vertexShader
;
396 /* Vertex Shader Float Constants */
397 for (j
= 0; j
< This
->num_contained_vs_consts_f
; ++j
) {
398 i
= This
->contained_vs_consts_f
[j
];
399 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
400 targetStateBlock
->vertexShaderConstantF
[i
* 4],
401 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1],
402 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2],
403 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3]);
405 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
406 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
407 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
408 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
411 /* Vertex Shader Integer Constants */
412 for (j
= 0; j
< This
->num_contained_vs_consts_i
; ++j
) {
413 i
= This
->contained_vs_consts_i
[j
];
414 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
415 targetStateBlock
->vertexShaderConstantI
[i
* 4],
416 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1],
417 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2],
418 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3]);
420 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
421 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
422 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
423 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
426 /* Vertex Shader Boolean Constants */
427 for (j
= 0; j
< This
->num_contained_vs_consts_b
; ++j
) {
428 i
= This
->contained_vs_consts_b
[j
];
429 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
430 targetStateBlock
->vertexShaderConstantB
[i
]? "TRUE":"FALSE");
432 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
435 /* Pixel Shader Float Constants */
436 for (j
= 0; j
< This
->num_contained_ps_consts_f
; ++j
) {
437 i
= This
->contained_ps_consts_f
[j
];
438 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
439 targetStateBlock
->pixelShaderConstantF
[i
* 4],
440 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1],
441 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2],
442 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3]);
444 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
445 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
446 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
447 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
450 /* Pixel Shader Integer Constants */
451 for (j
= 0; j
< This
->num_contained_ps_consts_i
; ++j
) {
452 i
= This
->contained_ps_consts_i
[j
];
453 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
454 targetStateBlock
->pixelShaderConstantI
[i
* 4],
455 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1],
456 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2],
457 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3]);
459 This
->pixelShaderConstantI
[i
* 4] = targetStateBlock
->pixelShaderConstantI
[i
* 4];
460 This
->pixelShaderConstantI
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1];
461 This
->pixelShaderConstantI
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2];
462 This
->pixelShaderConstantI
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3];
465 /* Pixel Shader Boolean Constants */
466 for (j
= 0; j
< This
->num_contained_ps_consts_b
; ++j
) {
467 i
= This
->contained_ps_consts_b
[j
];
468 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
469 targetStateBlock
->pixelShaderConstantB
[i
]? "TRUE":"FALSE");
471 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
474 /* Others + Render & Texture */
475 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
476 TRACE("Updating transform %d\n", i
);
477 This
->transforms
[This
->contained_transform_states
[i
]] =
478 targetStateBlock
->transforms
[This
->contained_transform_states
[i
]];
481 if (This
->changed
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
482 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
483 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
484 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
485 if(targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
486 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
487 This
->pIndexData
= targetStateBlock
->pIndexData
;
488 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
491 if(This
->changed
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
492 TRACE("Updating vertex declaration from %p to %p\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
494 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
497 if(This
->changed
.fvf
&& This
->fvf
!= targetStateBlock
->fvf
){
498 This
->fvf
= targetStateBlock
->fvf
;
501 if (This
->changed
.material
&& memcmp(&targetStateBlock
->material
,
503 sizeof(WINED3DMATERIAL
)) != 0) {
504 TRACE("Updating material\n");
505 This
->material
= targetStateBlock
->material
;
508 if (This
->changed
.viewport
&& memcmp(&targetStateBlock
->viewport
,
510 sizeof(WINED3DVIEWPORT
)) != 0) {
511 TRACE("Updating viewport\n");
512 This
->viewport
= targetStateBlock
->viewport
;
515 if(This
->changed
.scissorRect
&& memcmp(&targetStateBlock
->scissorRect
,
517 sizeof(targetStateBlock
->scissorRect
)))
519 TRACE("Updating scissor rect\n");
520 targetStateBlock
->scissorRect
= This
->scissorRect
;
523 for (i
= 0; i
< MAX_STREAMS
; i
++) {
524 if (This
->changed
.streamSource
[i
] &&
525 ((This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]) ||
526 (This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
]))) {
527 TRACE("Updating stream source %d to %p, stride to %d\n", i
, targetStateBlock
->streamSource
[i
],
528 targetStateBlock
->streamStride
[i
]);
529 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
530 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
531 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
532 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
535 if (This
->changed
.streamFreq
[i
] &&
536 (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
537 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])){
538 TRACE("Updating stream frequency %d to %d flags to %d\n", i
, targetStateBlock
->streamFreq
[i
] ,
539 targetStateBlock
->streamFlags
[i
]);
540 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
541 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
545 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
546 if (This
->changed
.clipplane
[i
] && memcmp(&targetStateBlock
->clipplane
[i
],
548 sizeof(This
->clipplane
)) != 0) {
550 TRACE("Updating clipplane %d\n", i
);
551 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
552 sizeof(This
->clipplane
));
557 for (i
= 0; i
< This
->num_contained_render_states
; i
++) {
558 TRACE("Updating renderState %d to %d\n",
559 This
->contained_render_states
[i
], targetStateBlock
->renderState
[This
->contained_render_states
[i
]]);
560 This
->renderState
[This
->contained_render_states
[i
]] = targetStateBlock
->renderState
[This
->contained_render_states
[i
]];
564 for (j
= 0; j
< This
->num_contained_tss_states
; j
++) {
565 DWORD stage
= This
->contained_tss_states
[j
].stage
;
566 DWORD state
= This
->contained_tss_states
[j
].state
;
568 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage
,state
,
569 targetStateBlock
->textureState
[stage
][state
], This
->textureState
[stage
][state
]);
570 This
->textureState
[stage
][state
] = targetStateBlock
->textureState
[stage
][state
];
574 /* TODO: move over to using memcpy */
575 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
576 if (This
->changed
.textures
[j
]) {
577 TRACE("Updating texture %d to %p (was %p)\n", j
, targetStateBlock
->textures
[j
], This
->textures
[j
]);
578 This
->textures
[j
] = targetStateBlock
->textures
[j
];
582 for (j
= 0; j
< This
->num_contained_sampler_states
; j
++) {
583 DWORD stage
= This
->contained_sampler_states
[j
].stage
;
584 DWORD state
= This
->contained_sampler_states
[j
].state
;
585 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
586 stage
, state
, targetStateBlock
->samplerState
[stage
][state
],
587 This
->samplerState
[stage
][state
]);
588 This
->samplerState
[stage
][state
] = targetStateBlock
->samplerState
[stage
][state
];
590 if(This
->changed
.pixelShader
&& This
->pixelShader
!= targetStateBlock
->pixelShader
) {
591 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
592 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
593 This
->pixelShader
= targetStateBlock
->pixelShader
;
596 record_lights(This
, targetStateBlock
);
597 } else if(This
->blockType
== WINED3DSBT_ALL
) {
598 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
599 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
600 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
601 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
602 memcpy(This
->streamStride
, targetStateBlock
->streamStride
, sizeof(This
->streamStride
));
603 memcpy(This
->streamOffset
, targetStateBlock
->streamOffset
, sizeof(This
->streamOffset
));
604 memcpy(This
->streamFreq
, targetStateBlock
->streamFreq
, sizeof(This
->streamFreq
));
605 memcpy(This
->streamFlags
, targetStateBlock
->streamFlags
, sizeof(This
->streamFlags
));
606 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
607 memcpy(This
->transforms
, targetStateBlock
->transforms
, sizeof(This
->transforms
));
608 record_lights(This
, targetStateBlock
);
609 memcpy(This
->clipplane
, targetStateBlock
->clipplane
, sizeof(This
->clipplane
));
610 This
->clip_status
= targetStateBlock
->clip_status
;
611 This
->viewport
= targetStateBlock
->viewport
;
612 This
->material
= targetStateBlock
->material
;
613 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
614 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
615 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
616 memcpy(This
->renderState
, targetStateBlock
->renderState
, sizeof(This
->renderState
));
617 memcpy(This
->textures
, targetStateBlock
->textures
, sizeof(This
->textures
));
618 memcpy(This
->textureDimensions
, targetStateBlock
->textureDimensions
, sizeof(This
->textureDimensions
));
619 memcpy(This
->textureState
, targetStateBlock
->textureState
, sizeof(This
->textureState
));
620 memcpy(This
->samplerState
, targetStateBlock
->samplerState
, sizeof(This
->samplerState
));
621 This
->scissorRect
= targetStateBlock
->scissorRect
;
623 if(targetStateBlock
->pIndexData
!= This
->pIndexData
) {
624 if(targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
625 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
626 This
->pIndexData
= targetStateBlock
->pIndexData
;
628 for(i
= 0; i
< MAX_STREAMS
; i
++) {
629 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
630 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
631 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
632 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
635 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
636 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
637 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
638 This
->vertexShader
= targetStateBlock
->vertexShader
;
640 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
641 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
642 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
643 This
->pixelShader
= targetStateBlock
->pixelShader
;
645 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
646 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
647 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
648 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
649 record_lights(This
, targetStateBlock
);
650 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
651 This
->renderState
[SavedVertexStates_R
[i
]] = targetStateBlock
->renderState
[SavedVertexStates_R
[i
]];
653 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
654 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
655 This
->samplerState
[j
][SavedVertexStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]];
658 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
659 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
660 This
->textureState
[j
][SavedVertexStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedVertexStates_R
[i
]];
663 for(i
= 0; i
< MAX_STREAMS
; i
++) {
664 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
665 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
666 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
667 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
670 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
671 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
672 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
673 This
->vertexShader
= targetStateBlock
->vertexShader
;
675 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
676 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
677 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
678 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
679 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
680 This
->renderState
[SavedPixelStates_R
[i
]] = targetStateBlock
->renderState
[SavedPixelStates_R
[i
]];
682 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
683 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
684 This
->samplerState
[j
][SavedPixelStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]];
687 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
688 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
689 This
->textureState
[j
][SavedPixelStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedPixelStates_R
[i
]];
692 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
693 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
694 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
695 This
->pixelShader
= targetStateBlock
->pixelShader
;
699 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
704 static inline void apply_lights(IWineD3DDevice
*pDevice
, IWineD3DStateBlockImpl
*This
) {
706 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
709 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
710 const PLIGHTINFOEL
*light
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
);
713 IWineD3DDevice_SetLight(pDevice
, light
->OriginalIndex
, &light
->OriginalParms
);
715 if(light
->enabledChanged
) {
716 IWineD3DDevice_SetLightEnable(pDevice
, light
->OriginalIndex
, light
->glIndex
!= -1);
722 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
723 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
724 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
726 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
727 should really perform a delta so that only the changes get updated*/
732 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
734 TRACE("Blocktype: %d\n", This
->blockType
);
736 if(This
->blockType
== WINED3DSBT_RECORDED
) {
737 if (This
->changed
.vertexShader
) {
738 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
740 /* Vertex Shader Constants */
741 for (i
= 0; i
< This
->num_contained_vs_consts_f
; i
++) {
742 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, This
->contained_vs_consts_f
[i
],
743 This
->vertexShaderConstantF
+ This
->contained_vs_consts_f
[i
] * 4, 1);
745 for (i
= 0; i
< This
->num_contained_vs_consts_i
; i
++) {
746 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, This
->contained_vs_consts_i
[i
],
747 This
->vertexShaderConstantI
+ This
->contained_vs_consts_i
[i
] * 4, 1);
749 for (i
= 0; i
< This
->num_contained_vs_consts_b
; i
++) {
750 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, This
->contained_vs_consts_b
[i
],
751 This
->vertexShaderConstantB
+ This
->contained_vs_consts_b
[i
], 1);
754 apply_lights(pDevice
, This
);
756 if (This
->changed
.pixelShader
) {
757 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
759 /* Pixel Shader Constants */
760 for (i
= 0; i
< This
->num_contained_ps_consts_f
; i
++) {
761 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, This
->contained_ps_consts_f
[i
],
762 This
->pixelShaderConstantF
+ This
->contained_ps_consts_f
[i
] * 4, 1);
764 for (i
= 0; i
< This
->num_contained_ps_consts_i
; i
++) {
765 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, This
->contained_ps_consts_i
[i
],
766 This
->pixelShaderConstantI
+ This
->contained_ps_consts_i
[i
] * 4, 1);
768 for (i
= 0; i
< This
->num_contained_ps_consts_b
; i
++) {
769 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, This
->contained_ps_consts_b
[i
],
770 This
->pixelShaderConstantB
+ This
->contained_ps_consts_b
[i
], 1);
774 for (i
= 0; i
<= This
->num_contained_render_states
; i
++) {
775 IWineD3DDevice_SetRenderState(pDevice
, This
->contained_render_states
[i
],
776 This
->renderState
[This
->contained_render_states
[i
]]);
779 for (i
= 0; i
< This
->num_contained_tss_states
; i
++) {
780 DWORD stage
= This
->contained_tss_states
[i
].stage
;
781 DWORD state
= This
->contained_tss_states
[i
].state
;
782 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[stage
][state
] = This
->textureState
[stage
][state
];
783 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[stage
][state
] = TRUE
;
784 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
785 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_TEXTURESTAGE(stage
, state
));
788 for (i
= 0; i
< This
->num_contained_sampler_states
; i
++) {
789 DWORD stage
= This
->contained_sampler_states
[i
].stage
;
790 DWORD state
= This
->contained_sampler_states
[i
].state
;
791 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[stage
][state
] = This
->samplerState
[stage
][state
];
792 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[stage
][state
] = TRUE
;
793 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_SAMPLER(stage
));
796 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
797 IWineD3DDevice_SetTransform(pDevice
, This
->contained_transform_states
[i
],
798 &This
->transforms
[This
->contained_transform_states
[i
]]);
801 if (This
->changed
.indices
) {
802 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
803 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
806 if (This
->changed
.fvf
) {
807 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
810 if (This
->changed
.vertexDecl
) {
811 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
814 if (This
->changed
.material
) {
815 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
818 if (This
->changed
.viewport
) {
819 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
822 if (This
->changed
.scissorRect
) {
823 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
826 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
827 for (i
=0; i
<MAX_STREAMS
; i
++) {
828 if (This
->changed
.streamSource
[i
])
829 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
831 if (This
->changed
.streamFreq
[i
])
832 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
834 for (j
= 0 ; j
< MAX_COMBINED_SAMPLERS
; j
++){
835 if (This
->changed
.textures
[j
]) {
836 if (j
< MAX_FRAGMENT_SAMPLERS
) {
837 IWineD3DDevice_SetTexture(pDevice
, j
, This
->textures
[j
]);
839 IWineD3DDevice_SetTexture(pDevice
, WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
, This
->textures
[j
]);
844 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
845 if (This
->changed
.clipplane
[i
]) {
848 clip
[0] = This
->clipplane
[i
][0];
849 clip
[1] = This
->clipplane
[i
][1];
850 clip
[2] = This
->clipplane
[i
][2];
851 clip
[3] = This
->clipplane
[i
][3];
852 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
856 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
857 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
858 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
859 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
860 This
->vertexShaderConstantF
+ i
* 4, 1);
862 for (i
= 0; i
< MAX_CONST_I
; i
++) {
863 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
864 This
->vertexShaderConstantI
+ i
* 4, 1);
866 for (i
= 0; i
< MAX_CONST_B
; i
++) {
867 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
868 This
->vertexShaderConstantB
+ i
, 1);
871 apply_lights(pDevice
, This
);
873 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
874 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
876 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
877 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
878 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedVertexStates_T
[i
],
879 This
->textureState
[j
][SavedVertexStates_T
[i
]]);
883 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
884 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
885 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedVertexStates_S
[i
],
886 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
889 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
890 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
891 IWineD3DDevice_SetSamplerState(pDevice
,
892 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
893 SavedVertexStates_S
[i
],
894 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
897 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
898 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
899 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
900 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
901 This
->pixelShaderConstantF
+ i
* 4, 1);
903 for (i
= 0; i
< MAX_CONST_I
; i
++) {
904 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
905 This
->pixelShaderConstantI
+ i
* 4, 1);
907 for (i
= 0; i
< MAX_CONST_B
; i
++) {
908 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
909 This
->pixelShaderConstantB
+ i
, 1);
912 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
913 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
915 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
916 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
917 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedPixelStates_T
[i
],
918 This
->textureState
[j
][SavedPixelStates_T
[i
]]);
922 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
923 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
924 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedPixelStates_S
[i
],
925 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
928 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
929 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
930 IWineD3DDevice_SetSamplerState(pDevice
,
931 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
932 SavedPixelStates_S
[i
],
933 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
936 } else if(This
->blockType
== WINED3DSBT_ALL
) {
937 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
938 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
939 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
940 This
->vertexShaderConstantF
+ i
* 4, 1);
942 for (i
= 0; i
< MAX_CONST_I
; i
++) {
943 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
944 This
->vertexShaderConstantI
+ i
* 4, 1);
946 for (i
= 0; i
< MAX_CONST_B
; i
++) {
947 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
948 This
->vertexShaderConstantB
+ i
, 1);
951 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
952 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
953 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
954 This
->pixelShaderConstantF
+ i
* 4, 1);
956 for (i
= 0; i
< MAX_CONST_I
; i
++) {
957 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
958 This
->pixelShaderConstantI
+ i
* 4, 1);
960 for (i
= 0; i
< MAX_CONST_B
; i
++) {
961 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
962 This
->pixelShaderConstantB
+ i
, 1);
965 apply_lights(pDevice
, This
);
967 for(i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
968 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
970 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
971 for(i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
972 IWineD3DDevice_SetTextureStageState(pDevice
, j
, i
, This
->textureState
[j
][i
]);
976 /* Skip unused values between TEXTURE8 and WORLD0 ? */
977 for(i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
978 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
980 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
981 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
982 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
983 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
984 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
985 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
986 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
988 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
989 for (i
=0; i
<MAX_STREAMS
; i
++) {
990 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
991 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
993 for (j
= 0 ; j
< MAX_COMBINED_SAMPLERS
; j
++){
994 UINT sampler
= j
< MAX_FRAGMENT_SAMPLERS
? j
: WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
;
996 IWineD3DDevice_SetTexture(pDevice
, sampler
, This
->textures
[j
]);
997 for(i
= 1; i
< WINED3D_HIGHEST_SAMPLER_STATE
; i
++) {
998 IWineD3DDevice_SetSamplerState(pDevice
, sampler
, i
, This
->samplerState
[j
][i
]);
1001 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
1004 clip
[0] = This
->clipplane
[i
][0];
1005 clip
[1] = This
->clipplane
[i
][1];
1006 clip
[2] = This
->clipplane
[i
][2];
1007 clip
[3] = This
->clipplane
[i
][3];
1008 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
1012 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= MAX_TEXTURES
- 1;
1013 for(j
= 0; j
< MAX_TEXTURES
- 1; j
++) {
1014 if(((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
) {
1015 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= j
;
1019 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
1024 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
1025 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
1026 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
1027 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
1029 WINED3DLINEPATTERN lp
;
1037 IWineD3DSwapChain
*swapchain
;
1038 IWineD3DSurface
*backbuffer
;
1039 WINED3DSURFACE_DESC desc
= {0};
1044 /* Note this may have a large overhead but it should only be executed
1045 once, in order to initialize the complete state of the device and
1046 all opengl equivalents */
1047 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, This
->wineD3DDevice
);
1048 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1049 This
->blockType
= WINED3DSBT_INIT
;
1051 /* Set some of the defaults for lights, transforms etc */
1052 memcpy(&This
->transforms
[WINED3DTS_PROJECTION
], identity
, sizeof(identity
));
1053 memcpy(&This
->transforms
[WINED3DTS_VIEW
], identity
, sizeof(identity
));
1054 for (i
= 0; i
< 256; ++i
) {
1055 memcpy(&This
->transforms
[WINED3DTS_WORLDMATRIX(i
)], identity
, sizeof(identity
));
1058 TRACE("Render states\n");
1059 /* Render states: */
1060 if (ThisDevice
->auto_depth_stencil_buffer
!= NULL
) {
1061 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_TRUE
);
1063 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_FALSE
);
1065 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, WINED3DFILL_SOLID
);
1066 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, WINED3DSHADE_GOURAUD
);
1067 lp
.lp
.wRepeatFactor
= 0;
1068 lp
.lp
.wLinePattern
= 0;
1069 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
1070 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
1071 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
1072 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
1073 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, WINED3DBLEND_ONE
);
1074 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, WINED3DBLEND_ZERO
);
1075 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, WINED3DCULL_CCW
);
1076 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, WINED3DCMP_LESSEQUAL
);
1077 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, WINED3DCMP_ALWAYS
);
1078 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0);
1079 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
1080 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
1081 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
1082 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
1083 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
1084 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
1085 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, WINED3DFOG_NONE
);
1087 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
1089 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
1091 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
1092 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
1093 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
1094 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
1095 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
1096 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1097 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1098 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1099 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILREF
, 0);
1100 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILMASK
, 0xFFFFFFFF);
1101 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1102 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
1103 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
1104 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
1105 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
1106 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
1107 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
1108 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
1109 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
1110 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
1111 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
1112 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
1113 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
1114 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
1115 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, WINED3DFOG_NONE
);
1116 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
1117 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
1118 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
1119 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, WINED3DMCS_COLOR1
);
1120 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, WINED3DMCS_COLOR2
);
1121 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1122 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1123 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, WINED3DVBF_DISABLE
);
1124 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
1125 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
1127 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
1129 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
1130 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
1131 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
1133 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
1135 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
1137 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, tmpfloat
.d
);
1138 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
1139 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
1140 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, WINED3DPATCHEDGE_DISCRETE
);
1142 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
1143 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
1145 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
1146 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
1147 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
1149 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
1150 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, WINED3DBLENDOP_ADD
);
1151 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
1152 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
1153 /* states new in d3d9 */
1154 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
1155 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
1157 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
1158 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
1159 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
1161 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
1162 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
1164 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
1166 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
1167 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
1168 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
1169 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1170 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1171 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1172 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1173 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
1174 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
1175 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
1176 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
1177 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
1178 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
1179 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
1180 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
1181 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
1182 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
1183 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
1184 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
1185 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
1186 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
1187 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
1188 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, WINED3DBLEND_ONE
);
1189 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, WINED3DBLEND_ZERO
);
1190 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, WINED3DBLENDOP_ADD
);
1192 /* clipping status */
1193 This
->clip_status
.ClipUnion
= 0;
1194 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
1196 /* Texture Stage States - Put directly into state block, we will call function below */
1197 for (i
= 0; i
< MAX_TEXTURES
; i
++) {
1198 TRACE("Setting up default texture states for texture Stage %d\n", i
);
1199 memcpy(&This
->transforms
[WINED3DTS_TEXTURE0
+ i
], identity
, sizeof(identity
));
1200 This
->textureState
[i
][WINED3DTSS_COLOROP
] = (i
==0)? WINED3DTOP_MODULATE
: WINED3DTOP_DISABLE
;
1201 This
->textureState
[i
][WINED3DTSS_COLORARG1
] = WINED3DTA_TEXTURE
;
1202 This
->textureState
[i
][WINED3DTSS_COLORARG2
] = WINED3DTA_CURRENT
;
1203 This
->textureState
[i
][WINED3DTSS_ALPHAOP
] = (i
==0)? WINED3DTOP_SELECTARG1
: WINED3DTOP_DISABLE
;
1204 This
->textureState
[i
][WINED3DTSS_ALPHAARG1
] = WINED3DTA_TEXTURE
;
1205 This
->textureState
[i
][WINED3DTSS_ALPHAARG2
] = WINED3DTA_CURRENT
;
1206 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
] = 0;
1207 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT01
] = 0;
1208 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT10
] = 0;
1209 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT11
] = 0;
1210 This
->textureState
[i
][WINED3DTSS_TEXCOORDINDEX
] = i
;
1211 This
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
] = 0;
1212 This
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
] = 0;
1213 This
->textureState
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] = WINED3DTTFF_DISABLE
;
1214 This
->textureState
[i
][WINED3DTSS_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1215 This
->textureState
[i
][WINED3DTSS_COLORARG0
] = WINED3DTA_CURRENT
;
1216 This
->textureState
[i
][WINED3DTSS_ALPHAARG0
] = WINED3DTA_CURRENT
;
1217 This
->textureState
[i
][WINED3DTSS_RESULTARG
] = WINED3DTA_CURRENT
;
1219 This
->lowest_disabled_stage
= 1;
1222 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; i
++) {
1223 TRACE("Setting up default samplers states for sampler %d\n", i
);
1224 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
1225 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
1226 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1227 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
1228 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1229 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1230 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1231 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1232 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1233 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1234 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0;
1235 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
1236 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 0; /* TODO: Vertex offset in the presampled displacement map */
1239 for(i
= 0; i
< GL_LIMITS(textures
); i
++) {
1240 /* Note: This avoids calling SetTexture, so pretend it has been called */
1241 This
->changed
.textures
[i
] = TRUE
;
1242 This
->textures
[i
] = NULL
;
1245 /* Set the default scissor rect values */
1246 desc
.Width
= &width
;
1247 desc
.Height
= &height
;
1249 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1250 hr
= IWineD3DDevice_GetSwapChain(device
, 0, &swapchain
);
1251 if( hr
== WINED3D_OK
&& swapchain
!= NULL
) {
1252 hr
= IWineD3DSwapChain_GetBackBuffer(swapchain
, 0, WINED3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
1253 if( hr
== WINED3D_OK
&& backbuffer
!= NULL
) {
1254 IWineD3DSurface_GetDesc(backbuffer
, &desc
);
1255 IWineD3DSurface_Release(backbuffer
);
1257 scissorrect
.left
= 0;
1258 scissorrect
.right
= width
;
1259 scissorrect
.top
= 0;
1260 scissorrect
.bottom
= height
;
1261 hr
= IWineD3DDevice_SetScissorRect(device
, &scissorrect
);
1262 if( hr
!= WINED3D_OK
) {
1263 ERR("This should never happen, expect rendering issues!\n");
1266 IWineD3DSwapChain_Release(swapchain
);
1269 TRACE("-----------------------> Device defaults now set up...\n");
1273 /**********************************************************
1274 * IWineD3DStateBlock VTbl follows
1275 **********************************************************/
1277 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1280 IWineD3DStateBlockImpl_QueryInterface
,
1281 IWineD3DStateBlockImpl_AddRef
,
1282 IWineD3DStateBlockImpl_Release
,
1283 /* IWineD3DStateBlock */
1284 IWineD3DStateBlockImpl_GetParent
,
1285 IWineD3DStateBlockImpl_GetDevice
,
1286 IWineD3DStateBlockImpl_Capture
,
1287 IWineD3DStateBlockImpl_Apply
,
1288 IWineD3DStateBlockImpl_InitStartupStateBlock