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
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
30 static const DWORD pixel_states_render
[] =
32 WINED3DRS_ALPHABLENDENABLE
,
35 WINED3DRS_ALPHATESTENABLE
,
36 WINED3DRS_ANTIALIASEDLINEENABLE
,
37 WINED3DRS_BLENDFACTOR
,
39 WINED3DRS_BLENDOPALPHA
,
40 WINED3DRS_CCW_STENCILFAIL
,
41 WINED3DRS_CCW_STENCILPASS
,
42 WINED3DRS_CCW_STENCILZFAIL
,
43 WINED3DRS_COLORWRITEENABLE
,
44 WINED3DRS_COLORWRITEENABLE1
,
45 WINED3DRS_COLORWRITEENABLE2
,
46 WINED3DRS_COLORWRITEENABLE3
,
49 WINED3DRS_DESTBLENDALPHA
,
50 WINED3DRS_DITHERENABLE
,
56 WINED3DRS_SCISSORTESTENABLE
,
57 WINED3DRS_SEPARATEALPHABLENDENABLE
,
59 WINED3DRS_SLOPESCALEDEPTHBIAS
,
61 WINED3DRS_SRCBLENDALPHA
,
62 WINED3DRS_SRGBWRITEENABLE
,
63 WINED3DRS_STENCILENABLE
,
64 WINED3DRS_STENCILFAIL
,
65 WINED3DRS_STENCILFUNC
,
66 WINED3DRS_STENCILMASK
,
67 WINED3DRS_STENCILPASS
,
69 WINED3DRS_STENCILWRITEMASK
,
70 WINED3DRS_STENCILZFAIL
,
71 WINED3DRS_TEXTUREFACTOR
,
72 WINED3DRS_TWOSIDEDSTENCILMODE
,
91 WINED3DRS_ZWRITEENABLE
,
94 static const DWORD pixel_states_texture
[] =
100 WINED3DTSS_BUMPENVLOFFSET
,
101 WINED3DTSS_BUMPENVLSCALE
,
102 WINED3DTSS_BUMPENVMAT00
,
103 WINED3DTSS_BUMPENVMAT01
,
104 WINED3DTSS_BUMPENVMAT10
,
105 WINED3DTSS_BUMPENVMAT11
,
106 WINED3DTSS_COLORARG0
,
107 WINED3DTSS_COLORARG1
,
108 WINED3DTSS_COLORARG2
,
110 WINED3DTSS_RESULTARG
,
111 WINED3DTSS_TEXCOORDINDEX
,
112 WINED3DTSS_TEXTURETRANSFORMFLAGS
,
115 static const DWORD pixel_states_sampler
[] =
117 WINED3DSAMP_ADDRESSU
,
118 WINED3DSAMP_ADDRESSV
,
119 WINED3DSAMP_ADDRESSW
,
120 WINED3DSAMP_BORDERCOLOR
,
121 WINED3DSAMP_MAGFILTER
,
122 WINED3DSAMP_MINFILTER
,
123 WINED3DSAMP_MIPFILTER
,
124 WINED3DSAMP_MIPMAPLODBIAS
,
125 WINED3DSAMP_MAXMIPLEVEL
,
126 WINED3DSAMP_MAXANISOTROPY
,
127 WINED3DSAMP_SRGBTEXTURE
,
128 WINED3DSAMP_ELEMENTINDEX
,
131 static const DWORD vertex_states_render
[] =
133 WINED3DRS_ADAPTIVETESS_W
,
134 WINED3DRS_ADAPTIVETESS_X
,
135 WINED3DRS_ADAPTIVETESS_Y
,
136 WINED3DRS_ADAPTIVETESS_Z
,
138 WINED3DRS_AMBIENTMATERIALSOURCE
,
140 WINED3DRS_CLIPPLANEENABLE
,
141 WINED3DRS_COLORVERTEX
,
143 WINED3DRS_DIFFUSEMATERIALSOURCE
,
144 WINED3DRS_EMISSIVEMATERIALSOURCE
,
145 WINED3DRS_ENABLEADAPTIVETESSELLATION
,
147 WINED3DRS_FOGDENSITY
,
151 WINED3DRS_FOGTABLEMODE
,
152 WINED3DRS_FOGVERTEXMODE
,
153 WINED3DRS_INDEXEDVERTEXBLENDENABLE
,
155 WINED3DRS_LOCALVIEWER
,
156 WINED3DRS_MAXTESSELLATIONLEVEL
,
157 WINED3DRS_MINTESSELLATIONLEVEL
,
158 WINED3DRS_MULTISAMPLEANTIALIAS
,
159 WINED3DRS_MULTISAMPLEMASK
,
160 WINED3DRS_NORMALDEGREE
,
161 WINED3DRS_NORMALIZENORMALS
,
162 WINED3DRS_PATCHEDGESTYLE
,
163 WINED3DRS_POINTSCALE_A
,
164 WINED3DRS_POINTSCALE_B
,
165 WINED3DRS_POINTSCALE_C
,
166 WINED3DRS_POINTSCALEENABLE
,
168 WINED3DRS_POINTSIZE_MAX
,
169 WINED3DRS_POINTSIZE_MIN
,
170 WINED3DRS_POINTSPRITEENABLE
,
171 WINED3DRS_POSITIONDEGREE
,
172 WINED3DRS_RANGEFOGENABLE
,
174 WINED3DRS_SPECULARENABLE
,
175 WINED3DRS_SPECULARMATERIALSOURCE
,
176 WINED3DRS_TWEENFACTOR
,
177 WINED3DRS_VERTEXBLEND
,
180 static const DWORD vertex_states_texture
[] =
182 WINED3DTSS_TEXCOORDINDEX
,
183 WINED3DTSS_TEXTURETRANSFORMFLAGS
,
186 static const DWORD vertex_states_sampler
[] =
188 WINED3DSAMP_DMAPOFFSET
,
191 /* Allocates the correct amount of space for pixel and vertex shader constants,
192 * along with their set/changed flags on the given stateblock object
194 static HRESULT
stateblock_allocate_shader_constants(IWineD3DStateBlockImpl
*object
)
196 IWineD3DDeviceImpl
*device
= object
->device
;
198 /* Allocate space for floating point constants */
199 object
->state
.ps_consts_f
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
200 sizeof(float) * device
->d3d_pshader_constantF
* 4);
201 if (!object
->state
.ps_consts_f
) goto fail
;
203 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
204 sizeof(BOOL
) * device
->d3d_pshader_constantF
);
205 if (!object
->changed
.pixelShaderConstantsF
) goto fail
;
207 object
->state
.vs_consts_f
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
208 sizeof(float) * device
->d3d_vshader_constantF
* 4);
209 if (!object
->state
.vs_consts_f
) goto fail
;
211 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
212 sizeof(BOOL
) * device
->d3d_vshader_constantF
);
213 if (!object
->changed
.vertexShaderConstantsF
) goto fail
;
215 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0,
216 sizeof(DWORD
) * device
->d3d_vshader_constantF
);
217 if (!object
->contained_vs_consts_f
) goto fail
;
219 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0,
220 sizeof(DWORD
) * device
->d3d_pshader_constantF
);
221 if (!object
->contained_ps_consts_f
) goto fail
;
226 ERR("Failed to allocate memory\n");
227 HeapFree(GetProcessHeap(), 0, object
->state
.ps_consts_f
);
228 HeapFree(GetProcessHeap(), 0, object
->changed
.pixelShaderConstantsF
);
229 HeapFree(GetProcessHeap(), 0, object
->state
.vs_consts_f
);
230 HeapFree(GetProcessHeap(), 0, object
->changed
.vertexShaderConstantsF
);
231 HeapFree(GetProcessHeap(), 0, object
->contained_vs_consts_f
);
232 HeapFree(GetProcessHeap(), 0, object
->contained_ps_consts_f
);
233 return E_OUTOFMEMORY
;
236 static inline void stateblock_set_bits(DWORD
*map
, UINT map_size
)
238 DWORD mask
= (1 << (map_size
& 0x1f)) - 1;
239 memset(map
, 0xff, (map_size
>> 5) * sizeof(*map
));
240 if (mask
) map
[map_size
>> 5] = mask
;
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(SAVEDSTATES
*states
, DWORD vs_consts
, DWORD ps_consts
)
249 states
->primitive_type
= 1;
251 states
->material
= 1;
252 states
->viewport
= 1;
253 states
->vertexDecl
= 1;
254 states
->pixelShader
= 1;
255 states
->vertexShader
= 1;
256 states
->scissorRect
= 1;
258 /* Fixed size arrays */
259 states
->streamSource
= 0xffff;
260 states
->streamFreq
= 0xffff;
261 states
->textures
= 0xfffff;
262 stateblock_set_bits(states
->transform
, HIGHEST_TRANSFORMSTATE
+ 1);
263 stateblock_set_bits(states
->renderState
, WINEHIGHEST_RENDER_STATE
+ 1);
264 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = 0x3ffff;
265 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = 0x3ffe;
266 states
->clipplane
= 0xffffffff;
267 states
->pixelShaderConstantsB
= 0xffff;
268 states
->pixelShaderConstantsI
= 0xffff;
269 states
->vertexShaderConstantsB
= 0xffff;
270 states
->vertexShaderConstantsI
= 0xffff;
272 /* Dynamically sized arrays */
273 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * ps_consts
);
274 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * vs_consts
);
277 static void stateblock_savedstates_set_pixel(SAVEDSTATES
*states
, const DWORD num_constants
)
279 DWORD texture_mask
= 0;
280 WORD sampler_mask
= 0;
283 states
->pixelShader
= 1;
285 for (i
= 0; i
< sizeof(pixel_states_render
) / sizeof(*pixel_states_render
); ++i
)
287 DWORD rs
= pixel_states_render
[i
];
288 states
->renderState
[rs
>> 5] |= 1 << (rs
& 0x1f);
291 for (i
= 0; i
< sizeof(pixel_states_texture
) / sizeof(*pixel_states_texture
); ++i
)
292 texture_mask
|= 1 << pixel_states_texture
[i
];
293 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
294 for (i
= 0; i
< sizeof(pixel_states_sampler
) / sizeof(*pixel_states_sampler
); ++i
)
295 sampler_mask
|= 1 << pixel_states_sampler
[i
];
296 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
297 states
->pixelShaderConstantsB
= 0xffff;
298 states
->pixelShaderConstantsI
= 0xffff;
300 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
303 static void stateblock_savedstates_set_vertex(SAVEDSTATES
*states
, const DWORD num_constants
)
305 DWORD texture_mask
= 0;
306 WORD sampler_mask
= 0;
309 states
->vertexDecl
= 1;
310 states
->vertexShader
= 1;
312 for (i
= 0; i
< sizeof(vertex_states_render
) / sizeof(*vertex_states_render
); ++i
)
314 DWORD rs
= vertex_states_render
[i
];
315 states
->renderState
[rs
>> 5] |= 1 << (rs
& 0x1f);
318 for (i
= 0; i
< sizeof(vertex_states_texture
) / sizeof(*vertex_states_texture
); ++i
)
319 texture_mask
|= 1 << vertex_states_texture
[i
];
320 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
321 for (i
= 0; i
< sizeof(vertex_states_sampler
) / sizeof(*vertex_states_sampler
); ++i
)
322 sampler_mask
|= 1 << vertex_states_sampler
[i
];
323 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
324 states
->vertexShaderConstantsB
= 0xffff;
325 states
->vertexShaderConstantsI
= 0xffff;
327 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
330 void stateblock_init_contained_states(IWineD3DStateBlockImpl
*stateblock
)
332 IWineD3DDeviceImpl
*device
= stateblock
->device
;
335 for (i
= 0; i
<= WINEHIGHEST_RENDER_STATE
>> 5; ++i
)
337 DWORD map
= stateblock
->changed
.renderState
[i
];
338 for (j
= 0; map
; map
>>= 1, ++j
)
340 if (!(map
& 1)) continue;
342 stateblock
->contained_render_states
[stateblock
->num_contained_render_states
] = (i
<< 5) | j
;
343 ++stateblock
->num_contained_render_states
;
347 for (i
= 0; i
<= HIGHEST_TRANSFORMSTATE
>> 5; ++i
)
349 DWORD map
= stateblock
->changed
.transform
[i
];
350 for (j
= 0; map
; map
>>= 1, ++j
)
352 if (!(map
& 1)) continue;
354 stateblock
->contained_transform_states
[stateblock
->num_contained_transform_states
] = (i
<< 5) | j
;
355 ++stateblock
->num_contained_transform_states
;
359 for (i
= 0; i
< device
->d3d_vshader_constantF
; ++i
)
361 if (stateblock
->changed
.vertexShaderConstantsF
[i
])
363 stateblock
->contained_vs_consts_f
[stateblock
->num_contained_vs_consts_f
] = i
;
364 ++stateblock
->num_contained_vs_consts_f
;
368 for (i
= 0; i
< MAX_CONST_I
; ++i
)
370 if (stateblock
->changed
.vertexShaderConstantsI
& (1 << i
))
372 stateblock
->contained_vs_consts_i
[stateblock
->num_contained_vs_consts_i
] = i
;
373 ++stateblock
->num_contained_vs_consts_i
;
377 for (i
= 0; i
< MAX_CONST_B
; ++i
)
379 if (stateblock
->changed
.vertexShaderConstantsB
& (1 << i
))
381 stateblock
->contained_vs_consts_b
[stateblock
->num_contained_vs_consts_b
] = i
;
382 ++stateblock
->num_contained_vs_consts_b
;
386 for (i
= 0; i
< device
->d3d_pshader_constantF
; ++i
)
388 if (stateblock
->changed
.pixelShaderConstantsF
[i
])
390 stateblock
->contained_ps_consts_f
[stateblock
->num_contained_ps_consts_f
] = i
;
391 ++stateblock
->num_contained_ps_consts_f
;
395 for (i
= 0; i
< MAX_CONST_I
; ++i
)
397 if (stateblock
->changed
.pixelShaderConstantsI
& (1 << i
))
399 stateblock
->contained_ps_consts_i
[stateblock
->num_contained_ps_consts_i
] = i
;
400 ++stateblock
->num_contained_ps_consts_i
;
404 for (i
= 0; i
< MAX_CONST_B
; ++i
)
406 if (stateblock
->changed
.pixelShaderConstantsB
& (1 << i
))
408 stateblock
->contained_ps_consts_b
[stateblock
->num_contained_ps_consts_b
] = i
;
409 ++stateblock
->num_contained_ps_consts_b
;
413 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
415 DWORD map
= stateblock
->changed
.textureState
[i
];
417 for(j
= 0; map
; map
>>= 1, ++j
)
419 if (!(map
& 1)) continue;
421 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].stage
= i
;
422 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].state
= j
;
423 ++stateblock
->num_contained_tss_states
;
427 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
429 DWORD map
= stateblock
->changed
.samplerState
[i
];
431 for (j
= 0; map
; map
>>= 1, ++j
)
433 if (!(map
& 1)) continue;
435 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].stage
= i
;
436 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].state
= j
;
437 ++stateblock
->num_contained_sampler_states
;
442 static void stateblock_init_lights(IWineD3DStateBlockImpl
*stateblock
, struct list
*light_map
)
446 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
448 const struct wined3d_light_info
*src_light
;
450 LIST_FOR_EACH_ENTRY(src_light
, &light_map
[i
], struct wined3d_light_info
, entry
)
452 struct wined3d_light_info
*dst_light
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light
));
454 *dst_light
= *src_light
;
455 list_add_tail(&stateblock
->state
.light_map
[i
], &dst_light
->entry
);
460 /**********************************************************
461 * IWineD3DStateBlockImpl IUnknown parts follows
462 **********************************************************/
463 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
465 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
466 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
467 if (IsEqualGUID(riid
, &IID_IUnknown
)
468 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
))
470 IUnknown_AddRef(iface
);
475 return E_NOINTERFACE
;
478 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
479 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
480 ULONG refCount
= InterlockedIncrement(&This
->ref
);
482 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
486 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
487 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
488 ULONG refCount
= InterlockedDecrement(&This
->ref
);
490 TRACE("(%p) : Releasing from %d\n", This
, refCount
+ 1);
495 if (This
->state
.vertex_declaration
)
496 IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration
*)This
->state
.vertex_declaration
);
498 for (counter
= 0; counter
< MAX_COMBINED_SAMPLERS
; counter
++)
500 if (This
->state
.textures
[counter
])
501 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)This
->state
.textures
[counter
]);
504 for (counter
= 0; counter
< MAX_STREAMS
; ++counter
)
506 struct wined3d_buffer
*buffer
= This
->state
.streams
[counter
].buffer
;
509 if (IWineD3DBuffer_Release((IWineD3DBuffer
*)buffer
))
511 WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer
, counter
);
515 if (This
->state
.index_buffer
) IWineD3DBuffer_Release((IWineD3DBuffer
*)This
->state
.index_buffer
);
516 if (This
->state
.vertex_shader
) IWineD3DVertexShader_Release((IWineD3DVertexShader
*)This
->state
.vertex_shader
);
517 if (This
->state
.pixel_shader
) IWineD3DPixelShader_Release((IWineD3DPixelShader
*)This
->state
.pixel_shader
);
519 for(counter
= 0; counter
< LIGHTMAP_SIZE
; counter
++) {
520 struct list
*e1
, *e2
;
521 LIST_FOR_EACH_SAFE(e1
, e2
, &This
->state
.light_map
[counter
])
523 struct wined3d_light_info
*light
= LIST_ENTRY(e1
, struct wined3d_light_info
, entry
);
524 list_remove(&light
->entry
);
525 HeapFree(GetProcessHeap(), 0, light
);
529 HeapFree(GetProcessHeap(), 0, This
->state
.vs_consts_f
);
530 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
531 HeapFree(GetProcessHeap(), 0, This
->state
.ps_consts_f
);
532 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
533 HeapFree(GetProcessHeap(), 0, This
->contained_vs_consts_f
);
534 HeapFree(GetProcessHeap(), 0, This
->contained_ps_consts_f
);
535 HeapFree(GetProcessHeap(), 0, This
);
540 static void wined3d_state_record_lights(struct wined3d_state
*dst_state
, const struct wined3d_state
*src_state
)
544 /* Lights... For a recorded state block, we just had a chain of actions
545 * to perform, so we need to walk that chain and update any actions which
547 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
550 LIST_FOR_EACH(e
, &dst_state
->light_map
[i
])
552 BOOL updated
= FALSE
;
553 struct wined3d_light_info
*src
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
), *realLight
;
555 /* Look up the light in the destination */
556 LIST_FOR_EACH(f
, &src_state
->light_map
[i
])
558 realLight
= LIST_ENTRY(f
, struct wined3d_light_info
, entry
);
559 if (realLight
->OriginalIndex
== src
->OriginalIndex
)
561 src
->OriginalParms
= realLight
->OriginalParms
;
563 if (realLight
->glIndex
== -1 && src
->glIndex
!= -1)
566 dst_state
->lights
[src
->glIndex
] = NULL
;
568 else if (realLight
->glIndex
!= -1 && src
->glIndex
== -1)
571 dst_state
->lights
[realLight
->glIndex
] = src
;
573 src
->glIndex
= realLight
->glIndex
;
581 /* This can happen if the light was originally created as a
582 * default light for SetLightEnable() while recording. */
583 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
584 src
->OriginalIndex
, dst_state
, src_state
);
586 src
->OriginalParms
= WINED3D_default_light
;
587 if (src
->glIndex
!= -1)
589 dst_state
->lights
[src
->glIndex
] = NULL
;
597 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
)
599 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
600 const struct wined3d_state
*src_state
= &This
->device
->stateBlock
->state
;
604 TRACE("iface %p.\n", iface
);
606 TRACE("Capturing state %p.\n", src_state
);
608 if (This
->changed
.vertexShader
&& This
->state
.vertex_shader
!= src_state
->vertex_shader
)
610 TRACE("Updating vertex shader from %p to %p\n",
611 This
->state
.vertex_shader
, src_state
->vertex_shader
);
613 if (src_state
->vertex_shader
)
614 IWineD3DVertexShader_AddRef((IWineD3DVertexShader
*)src_state
->vertex_shader
);
615 if (This
->state
.vertex_shader
)
616 IWineD3DVertexShader_Release((IWineD3DVertexShader
*)This
->state
.vertex_shader
);
617 This
->state
.vertex_shader
= src_state
->vertex_shader
;
620 /* Vertex Shader Float Constants */
621 for (i
= 0; i
< This
->num_contained_vs_consts_f
; ++i
)
623 unsigned int idx
= This
->contained_vs_consts_f
[i
];
625 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx
,
626 src_state
->vs_consts_f
[idx
* 4 + 0],
627 src_state
->vs_consts_f
[idx
* 4 + 1],
628 src_state
->vs_consts_f
[idx
* 4 + 2],
629 src_state
->vs_consts_f
[idx
* 4 + 3]);
631 This
->state
.vs_consts_f
[idx
* 4 + 0] = src_state
->vs_consts_f
[idx
* 4 + 0];
632 This
->state
.vs_consts_f
[idx
* 4 + 1] = src_state
->vs_consts_f
[idx
* 4 + 1];
633 This
->state
.vs_consts_f
[idx
* 4 + 2] = src_state
->vs_consts_f
[idx
* 4 + 2];
634 This
->state
.vs_consts_f
[idx
* 4 + 3] = src_state
->vs_consts_f
[idx
* 4 + 3];
637 /* Vertex Shader Integer Constants */
638 for (i
= 0; i
< This
->num_contained_vs_consts_i
; ++i
)
640 unsigned int idx
= This
->contained_vs_consts_i
[i
];
642 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx
,
643 src_state
->vs_consts_i
[idx
* 4 + 0],
644 src_state
->vs_consts_i
[idx
* 4 + 1],
645 src_state
->vs_consts_i
[idx
* 4 + 2],
646 src_state
->vs_consts_i
[idx
* 4 + 3]);
648 This
->state
.vs_consts_i
[idx
* 4 + 0] = src_state
->vs_consts_i
[idx
* 4 + 0];
649 This
->state
.vs_consts_i
[idx
* 4 + 1] = src_state
->vs_consts_i
[idx
* 4 + 1];
650 This
->state
.vs_consts_i
[idx
* 4 + 2] = src_state
->vs_consts_i
[idx
* 4 + 2];
651 This
->state
.vs_consts_i
[idx
* 4 + 3] = src_state
->vs_consts_i
[idx
* 4 + 3];
654 /* Vertex Shader Boolean Constants */
655 for (i
= 0; i
< This
->num_contained_vs_consts_b
; ++i
)
657 unsigned int idx
= This
->contained_vs_consts_b
[i
];
659 TRACE("Setting vs_consts_b[%u] to %s.\n",
660 idx
, src_state
->vs_consts_b
[idx
] ? "TRUE" : "FALSE");
662 This
->state
.vs_consts_b
[idx
] = src_state
->vs_consts_b
[idx
];
665 /* Pixel Shader Float Constants */
666 for (i
= 0; i
< This
->num_contained_ps_consts_f
; ++i
)
668 unsigned int idx
= This
->contained_ps_consts_f
[i
];
670 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx
,
671 src_state
->ps_consts_f
[idx
* 4 + 0],
672 src_state
->ps_consts_f
[idx
* 4 + 1],
673 src_state
->ps_consts_f
[idx
* 4 + 2],
674 src_state
->ps_consts_f
[idx
* 4 + 3]);
676 This
->state
.ps_consts_f
[idx
* 4 + 0] = src_state
->ps_consts_f
[idx
* 4 + 0];
677 This
->state
.ps_consts_f
[idx
* 4 + 1] = src_state
->ps_consts_f
[idx
* 4 + 1];
678 This
->state
.ps_consts_f
[idx
* 4 + 2] = src_state
->ps_consts_f
[idx
* 4 + 2];
679 This
->state
.ps_consts_f
[idx
* 4 + 3] = src_state
->ps_consts_f
[idx
* 4 + 3];
682 /* Pixel Shader Integer Constants */
683 for (i
= 0; i
< This
->num_contained_ps_consts_i
; ++i
)
685 unsigned int idx
= This
->contained_ps_consts_i
[i
];
686 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx
,
687 src_state
->ps_consts_i
[idx
* 4 + 0],
688 src_state
->ps_consts_i
[idx
* 4 + 1],
689 src_state
->ps_consts_i
[idx
* 4 + 2],
690 src_state
->ps_consts_i
[idx
* 4 + 3]);
692 This
->state
.ps_consts_i
[idx
* 4 + 0] = src_state
->ps_consts_i
[idx
* 4 + 0];
693 This
->state
.ps_consts_i
[idx
* 4 + 1] = src_state
->ps_consts_i
[idx
* 4 + 1];
694 This
->state
.ps_consts_i
[idx
* 4 + 2] = src_state
->ps_consts_i
[idx
* 4 + 2];
695 This
->state
.ps_consts_i
[idx
* 4 + 3] = src_state
->ps_consts_i
[idx
* 4 + 3];
698 /* Pixel Shader Boolean Constants */
699 for (i
= 0; i
< This
->num_contained_ps_consts_b
; ++i
)
701 unsigned int idx
= This
->contained_ps_consts_b
[i
];
702 TRACE("Setting ps_consts_b[%u] to %s.\n",
703 idx
, src_state
->ps_consts_b
[idx
] ? "TRUE" : "FALSE");
705 This
->state
.ps_consts_b
[idx
] = src_state
->ps_consts_b
[idx
];
708 /* Others + Render & Texture */
709 for (i
= 0; i
< This
->num_contained_transform_states
; ++i
)
711 WINED3DTRANSFORMSTATETYPE transform
= This
->contained_transform_states
[i
];
713 TRACE("Updating transform %#x.\n", transform
);
715 This
->state
.transforms
[transform
] = src_state
->transforms
[transform
];
718 if (This
->changed
.primitive_type
)
719 This
->state
.gl_primitive_type
= src_state
->gl_primitive_type
;
721 if (This
->changed
.indices
722 && ((This
->state
.index_buffer
!= src_state
->index_buffer
)
723 || (This
->state
.base_vertex_index
!= src_state
->base_vertex_index
)
724 || (This
->state
.index_format
!= src_state
->index_format
)))
726 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
727 src_state
->index_buffer
, src_state
->base_vertex_index
);
729 if (src_state
->index_buffer
)
730 IWineD3DBuffer_AddRef((IWineD3DBuffer
*)src_state
->index_buffer
);
731 if (This
->state
.index_buffer
)
732 IWineD3DBuffer_Release((IWineD3DBuffer
*)This
->state
.index_buffer
);
733 This
->state
.index_buffer
= src_state
->index_buffer
;
734 This
->state
.base_vertex_index
= src_state
->base_vertex_index
;
735 This
->state
.index_format
= src_state
->index_format
;
738 if (This
->changed
.vertexDecl
&& This
->state
.vertex_declaration
!= src_state
->vertex_declaration
)
740 TRACE("Updating vertex declaration from %p to %p.\n",
741 This
->state
.vertex_declaration
, src_state
->vertex_declaration
);
743 if (src_state
->vertex_declaration
)
744 IWineD3DVertexDeclaration_AddRef((IWineD3DVertexDeclaration
*)src_state
->vertex_declaration
);
745 if (This
->state
.vertex_declaration
)
746 IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration
*)This
->state
.vertex_declaration
);
747 This
->state
.vertex_declaration
= src_state
->vertex_declaration
;
750 if (This
->changed
.material
&& memcmp(&src_state
->material
, &This
->state
.material
, sizeof(This
->state
.material
)))
752 TRACE("Updating material.\n");
754 This
->state
.material
= src_state
->material
;
757 if (This
->changed
.viewport
&& memcmp(&src_state
->viewport
, &This
->state
.viewport
, sizeof(This
->state
.viewport
)))
759 TRACE("Updating viewport.\n");
761 This
->state
.viewport
= src_state
->viewport
;
764 if (This
->changed
.scissorRect
&& memcmp(&src_state
->scissor_rect
,
765 &This
->state
.scissor_rect
, sizeof(This
->state
.scissor_rect
)))
767 TRACE("Updating scissor rect.\n");
769 This
->state
.scissor_rect
= src_state
->scissor_rect
;
772 map
= This
->changed
.streamSource
;
773 for (i
= 0; map
; map
>>= 1, ++i
)
775 if (!(map
& 1)) continue;
777 if (This
->state
.streams
[i
].stride
!= src_state
->streams
[i
].stride
778 || This
->state
.streams
[i
].buffer
!= src_state
->streams
[i
].buffer
)
780 TRACE("Updating stream source %u to %p, stride to %u.\n",
781 i
, src_state
->streams
[i
].buffer
,
782 src_state
->streams
[i
].stride
);
784 This
->state
.streams
[i
].stride
= src_state
->streams
[i
].stride
;
785 if (src_state
->streams
[i
].buffer
)
786 IWineD3DBuffer_AddRef((IWineD3DBuffer
*)src_state
->streams
[i
].buffer
);
787 if (This
->state
.streams
[i
].buffer
)
788 IWineD3DBuffer_Release((IWineD3DBuffer
*)This
->state
.streams
[i
].buffer
);
789 This
->state
.streams
[i
].buffer
= src_state
->streams
[i
].buffer
;
793 map
= This
->changed
.streamFreq
;
794 for (i
= 0; map
; map
>>= 1, ++i
)
796 if (!(map
& 1)) continue;
798 if (This
->state
.streams
[i
].frequency
!= src_state
->streams
[i
].frequency
799 || This
->state
.streams
[i
].flags
!= src_state
->streams
[i
].flags
)
801 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
802 i
, src_state
->streams
[i
].frequency
, src_state
->streams
[i
].flags
);
804 This
->state
.streams
[i
].frequency
= src_state
->streams
[i
].frequency
;
805 This
->state
.streams
[i
].flags
= src_state
->streams
[i
].flags
;
809 map
= This
->changed
.clipplane
;
810 for (i
= 0; map
; map
>>= 1, ++i
)
812 if (!(map
& 1)) continue;
814 if (memcmp(src_state
->clip_planes
[i
], This
->state
.clip_planes
[i
], sizeof(*This
->state
.clip_planes
)))
816 TRACE("Updating clipplane %u.\n", i
);
817 memcpy(This
->state
.clip_planes
[i
], src_state
->clip_planes
[i
], sizeof(*This
->state
.clip_planes
));
822 for (i
= 0; i
< This
->num_contained_render_states
; ++i
)
824 WINED3DRENDERSTATETYPE rs
= This
->contained_render_states
[i
];
826 TRACE("Updating render state %#x to %u.\n", rs
, src_state
->render_states
[rs
]);
828 This
->state
.render_states
[rs
] = src_state
->render_states
[rs
];
832 for (i
= 0; i
< This
->num_contained_tss_states
; ++i
)
834 DWORD stage
= This
->contained_tss_states
[i
].stage
;
835 DWORD state
= This
->contained_tss_states
[i
].state
;
837 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage
, state
,
838 src_state
->texture_states
[stage
][state
], This
->state
.texture_states
[stage
][state
]);
840 This
->state
.texture_states
[stage
][state
] = src_state
->texture_states
[stage
][state
];
844 map
= This
->changed
.textures
;
845 for (i
= 0; map
; map
>>= 1, ++i
)
847 if (!(map
& 1)) continue;
849 TRACE("Updating texture %u to %p (was %p).\n",
850 i
, src_state
->textures
[i
], This
->state
.textures
[i
]);
852 if (src_state
->textures
[i
])
853 IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture
*)src_state
->textures
[i
]);
854 if (This
->state
.textures
[i
])
855 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)This
->state
.textures
[i
]);
856 This
->state
.textures
[i
] = src_state
->textures
[i
];
859 for (i
= 0; i
< This
->num_contained_sampler_states
; ++i
)
861 DWORD stage
= This
->contained_sampler_states
[i
].stage
;
862 DWORD state
= This
->contained_sampler_states
[i
].state
;
864 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage
, state
,
865 src_state
->sampler_states
[stage
][state
], This
->state
.sampler_states
[stage
][state
]);
867 This
->state
.sampler_states
[stage
][state
] = src_state
->sampler_states
[stage
][state
];
870 if (This
->changed
.pixelShader
&& This
->state
.pixel_shader
!= src_state
->pixel_shader
)
872 if (src_state
->pixel_shader
)
873 IWineD3DPixelShader_AddRef((IWineD3DPixelShader
*)src_state
->pixel_shader
);
874 if (This
->state
.pixel_shader
)
875 IWineD3DPixelShader_Release((IWineD3DPixelShader
*)This
->state
.pixel_shader
);
876 This
->state
.pixel_shader
= src_state
->pixel_shader
;
879 wined3d_state_record_lights(&This
->state
, src_state
);
881 TRACE("Captue done.\n");
886 static void apply_lights(IWineD3DDevice
*device
, const struct wined3d_state
*state
)
890 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
894 LIST_FOR_EACH(e
, &state
->light_map
[i
])
896 const struct wined3d_light_info
*light
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
898 IWineD3DDevice_SetLight(device
, light
->OriginalIndex
, &light
->OriginalParms
);
899 IWineD3DDevice_SetLightEnable(device
, light
->OriginalIndex
, light
->glIndex
!= -1);
904 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
)
906 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
907 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->device
;
911 TRACE("(%p) : Applying state block %p ------------------v\n", This
, device
);
913 TRACE("Blocktype: %d\n", This
->blockType
);
915 if (This
->changed
.vertexShader
)
916 IWineD3DDevice_SetVertexShader(device
, (IWineD3DVertexShader
*)This
->state
.vertex_shader
);
918 /* Vertex Shader Constants */
919 for (i
= 0; i
< This
->num_contained_vs_consts_f
; ++i
)
921 IWineD3DDevice_SetVertexShaderConstantF(device
, This
->contained_vs_consts_f
[i
],
922 This
->state
.vs_consts_f
+ This
->contained_vs_consts_f
[i
] * 4, 1);
924 for (i
= 0; i
< This
->num_contained_vs_consts_i
; ++i
)
926 IWineD3DDevice_SetVertexShaderConstantI(device
, This
->contained_vs_consts_i
[i
],
927 This
->state
.vs_consts_i
+ This
->contained_vs_consts_i
[i
] * 4, 1);
929 for (i
= 0; i
< This
->num_contained_vs_consts_b
; ++i
)
931 IWineD3DDevice_SetVertexShaderConstantB(device
, This
->contained_vs_consts_b
[i
],
932 This
->state
.vs_consts_b
+ This
->contained_vs_consts_b
[i
], 1);
935 apply_lights(device
, &This
->state
);
937 if (This
->changed
.pixelShader
)
938 IWineD3DDevice_SetPixelShader(device
, (IWineD3DPixelShader
*)This
->state
.pixel_shader
);
940 /* Pixel Shader Constants */
941 for (i
= 0; i
< This
->num_contained_ps_consts_f
; ++i
)
943 IWineD3DDevice_SetPixelShaderConstantF(device
, This
->contained_ps_consts_f
[i
],
944 This
->state
.ps_consts_f
+ This
->contained_ps_consts_f
[i
] * 4, 1);
946 for (i
= 0; i
< This
->num_contained_ps_consts_i
; ++i
)
948 IWineD3DDevice_SetPixelShaderConstantI(device
, This
->contained_ps_consts_i
[i
],
949 This
->state
.ps_consts_i
+ This
->contained_ps_consts_i
[i
] * 4, 1);
951 for (i
= 0; i
< This
->num_contained_ps_consts_b
; ++i
)
953 IWineD3DDevice_SetPixelShaderConstantB(device
, This
->contained_ps_consts_b
[i
],
954 This
->state
.ps_consts_b
+ This
->contained_ps_consts_b
[i
], 1);
958 for (i
= 0; i
< This
->num_contained_render_states
; ++i
)
960 IWineD3DDevice_SetRenderState(device
, This
->contained_render_states
[i
],
961 This
->state
.render_states
[This
->contained_render_states
[i
]]);
965 for (i
= 0; i
< This
->num_contained_tss_states
; ++i
)
967 DWORD stage
= This
->contained_tss_states
[i
].stage
;
968 DWORD state
= This
->contained_tss_states
[i
].state
;
970 IWineD3DDevice_SetTextureStageState(device
, stage
, state
, This
->state
.texture_states
[stage
][state
]);
974 for (i
= 0; i
< This
->num_contained_sampler_states
; ++i
)
976 DWORD stage
= This
->contained_sampler_states
[i
].stage
;
977 DWORD state
= This
->contained_sampler_states
[i
].state
;
978 DWORD value
= This
->state
.sampler_states
[stage
][state
];
980 if (stage
>= MAX_FRAGMENT_SAMPLERS
) stage
+= WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
;
981 IWineD3DDevice_SetSamplerState(device
, stage
, state
, value
);
984 for (i
= 0; i
< This
->num_contained_transform_states
; ++i
)
986 IWineD3DDevice_SetTransform(device
, This
->contained_transform_states
[i
],
987 &This
->state
.transforms
[This
->contained_transform_states
[i
]]);
990 if (This
->changed
.primitive_type
)
992 This
->device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
993 This
->device
->updateStateBlock
->state
.gl_primitive_type
= This
->state
.gl_primitive_type
;
996 if (This
->changed
.indices
)
998 IWineD3DDevice_SetIndexBuffer(device
, (IWineD3DBuffer
*)This
->state
.index_buffer
, This
->state
.index_format
);
999 IWineD3DDevice_SetBaseVertexIndex(device
, This
->state
.base_vertex_index
);
1002 if (This
->changed
.vertexDecl
&& This
->state
.vertex_declaration
)
1004 IWineD3DDevice_SetVertexDeclaration(device
, (IWineD3DVertexDeclaration
*)This
->state
.vertex_declaration
);
1007 if (This
->changed
.material
)
1009 IWineD3DDevice_SetMaterial(device
, &This
->state
.material
);
1012 if (This
->changed
.viewport
)
1014 IWineD3DDevice_SetViewport(device
, &This
->state
.viewport
);
1017 if (This
->changed
.scissorRect
)
1019 IWineD3DDevice_SetScissorRect(device
, &This
->state
.scissor_rect
);
1022 map
= This
->changed
.streamSource
;
1023 for (i
= 0; map
; map
>>= 1, ++i
)
1026 IWineD3DDevice_SetStreamSource(device
, i
,
1027 (IWineD3DBuffer
*)This
->state
.streams
[i
].buffer
,
1028 0, This
->state
.streams
[i
].stride
);
1031 map
= This
->changed
.streamFreq
;
1032 for (i
= 0; map
; map
>>= 1, ++i
)
1035 IWineD3DDevice_SetStreamSourceFreq(device
, i
,
1036 This
->state
.streams
[i
].frequency
| This
->state
.streams
[i
].flags
);
1039 map
= This
->changed
.textures
;
1040 for (i
= 0; map
; map
>>= 1, ++i
)
1044 if (!(map
& 1)) continue;
1046 stage
= i
< MAX_FRAGMENT_SAMPLERS
? i
: WINED3DVERTEXTEXTURESAMPLER0
+ i
- MAX_FRAGMENT_SAMPLERS
;
1047 IWineD3DDevice_SetTexture(device
, stage
, (IWineD3DBaseTexture
*)This
->state
.textures
[i
]);
1050 map
= This
->changed
.clipplane
;
1051 for (i
= 0; map
; map
>>= 1, ++i
)
1055 if (!(map
& 1)) continue;
1057 clip
[0] = This
->state
.clip_planes
[i
][0];
1058 clip
[1] = This
->state
.clip_planes
[i
][1];
1059 clip
[2] = This
->state
.clip_planes
[i
][2];
1060 clip
[3] = This
->state
.clip_planes
[i
][3];
1061 IWineD3DDevice_SetClipPlane(device
, i
, clip
);
1064 This
->device
->stateBlock
->state
.lowest_disabled_stage
= MAX_TEXTURES
- 1;
1065 for (i
= 0; i
< MAX_TEXTURES
- 1; ++i
)
1067 if (This
->device
->stateBlock
->state
.texture_states
[i
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
)
1069 This
->device
->stateBlock
->state
.lowest_disabled_stage
= i
;
1073 TRACE("(%p) : Applied state block %p ------------------^\n", This
, device
);
1078 void stateblock_init_default_state(IWineD3DStateBlockImpl
*stateblock
)
1080 IWineD3DDeviceImpl
*device
= stateblock
->device
;
1081 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1082 struct wined3d_state
*state
= &stateblock
->state
;
1084 WINED3DLINEPATTERN lp
;
1092 IWineD3DSwapChain
*swapchain
;
1093 IWineD3DSurface
*backbuffer
;
1096 TRACE("stateblock %p.\n", stateblock
);
1098 stateblock
->blockType
= WINED3DSBT_INIT
;
1100 /* Set some of the defaults for lights, transforms etc */
1101 memcpy(&state
->transforms
[WINED3DTS_PROJECTION
], identity
, sizeof(identity
));
1102 memcpy(&state
->transforms
[WINED3DTS_VIEW
], identity
, sizeof(identity
));
1103 for (i
= 0; i
< 256; ++i
)
1105 memcpy(&state
->transforms
[WINED3DTS_WORLDMATRIX(i
)], identity
, sizeof(identity
));
1108 TRACE("Render states\n");
1109 /* Render states: */
1110 if (device
->auto_depth_stencil
)
1111 state
->render_states
[WINED3DRS_ZENABLE
] = WINED3DZB_TRUE
;
1113 state
->render_states
[WINED3DRS_ZENABLE
] = WINED3DZB_FALSE
;
1114 state
->render_states
[WINED3DRS_FILLMODE
] = WINED3DFILL_SOLID
;
1115 state
->render_states
[WINED3DRS_SHADEMODE
] = WINED3DSHADE_GOURAUD
;
1116 lp
.lp
.wRepeatFactor
= 0;
1117 lp
.lp
.wLinePattern
= 0;
1118 state
->render_states
[WINED3DRS_LINEPATTERN
] = lp
.d
;
1119 state
->render_states
[WINED3DRS_ZWRITEENABLE
] = TRUE
;
1120 state
->render_states
[WINED3DRS_ALPHATESTENABLE
] = FALSE
;
1121 state
->render_states
[WINED3DRS_LASTPIXEL
] = TRUE
;
1122 state
->render_states
[WINED3DRS_SRCBLEND
] = WINED3DBLEND_ONE
;
1123 state
->render_states
[WINED3DRS_DESTBLEND
] = WINED3DBLEND_ZERO
;
1124 state
->render_states
[WINED3DRS_CULLMODE
] = WINED3DCULL_CCW
;
1125 state
->render_states
[WINED3DRS_ZFUNC
] = WINED3DCMP_LESSEQUAL
;
1126 state
->render_states
[WINED3DRS_ALPHAFUNC
] = WINED3DCMP_ALWAYS
;
1127 state
->render_states
[WINED3DRS_ALPHAREF
] = 0;
1128 state
->render_states
[WINED3DRS_DITHERENABLE
] = FALSE
;
1129 state
->render_states
[WINED3DRS_ALPHABLENDENABLE
] = FALSE
;
1130 state
->render_states
[WINED3DRS_FOGENABLE
] = FALSE
;
1131 state
->render_states
[WINED3DRS_SPECULARENABLE
] = FALSE
;
1132 state
->render_states
[WINED3DRS_ZVISIBLE
] = 0;
1133 state
->render_states
[WINED3DRS_FOGCOLOR
] = 0;
1134 state
->render_states
[WINED3DRS_FOGTABLEMODE
] = WINED3DFOG_NONE
;
1136 state
->render_states
[WINED3DRS_FOGSTART
] = tmpfloat
.d
;
1138 state
->render_states
[WINED3DRS_FOGEND
] = tmpfloat
.d
;
1140 state
->render_states
[WINED3DRS_FOGDENSITY
] = tmpfloat
.d
;
1141 state
->render_states
[WINED3DRS_EDGEANTIALIAS
] = FALSE
;
1142 state
->render_states
[WINED3DRS_ZBIAS
] = 0;
1143 state
->render_states
[WINED3DRS_RANGEFOGENABLE
] = FALSE
;
1144 state
->render_states
[WINED3DRS_STENCILENABLE
] = FALSE
;
1145 state
->render_states
[WINED3DRS_STENCILFAIL
] = WINED3DSTENCILOP_KEEP
;
1146 state
->render_states
[WINED3DRS_STENCILZFAIL
] = WINED3DSTENCILOP_KEEP
;
1147 state
->render_states
[WINED3DRS_STENCILPASS
] = WINED3DSTENCILOP_KEEP
;
1148 state
->render_states
[WINED3DRS_STENCILREF
] = 0;
1149 state
->render_states
[WINED3DRS_STENCILMASK
] = 0xffffffff;
1150 state
->render_states
[WINED3DRS_STENCILFUNC
] = WINED3DCMP_ALWAYS
;
1151 state
->render_states
[WINED3DRS_STENCILWRITEMASK
] = 0xffffffff;
1152 state
->render_states
[WINED3DRS_TEXTUREFACTOR
] = 0xffffffff;
1153 state
->render_states
[WINED3DRS_WRAP0
] = 0;
1154 state
->render_states
[WINED3DRS_WRAP1
] = 0;
1155 state
->render_states
[WINED3DRS_WRAP2
] = 0;
1156 state
->render_states
[WINED3DRS_WRAP3
] = 0;
1157 state
->render_states
[WINED3DRS_WRAP4
] = 0;
1158 state
->render_states
[WINED3DRS_WRAP5
] = 0;
1159 state
->render_states
[WINED3DRS_WRAP6
] = 0;
1160 state
->render_states
[WINED3DRS_WRAP7
] = 0;
1161 state
->render_states
[WINED3DRS_CLIPPING
] = TRUE
;
1162 state
->render_states
[WINED3DRS_LIGHTING
] = TRUE
;
1163 state
->render_states
[WINED3DRS_AMBIENT
] = 0;
1164 state
->render_states
[WINED3DRS_FOGVERTEXMODE
] = WINED3DFOG_NONE
;
1165 state
->render_states
[WINED3DRS_COLORVERTEX
] = TRUE
;
1166 state
->render_states
[WINED3DRS_LOCALVIEWER
] = TRUE
;
1167 state
->render_states
[WINED3DRS_NORMALIZENORMALS
] = FALSE
;
1168 state
->render_states
[WINED3DRS_DIFFUSEMATERIALSOURCE
] = WINED3DMCS_COLOR1
;
1169 state
->render_states
[WINED3DRS_SPECULARMATERIALSOURCE
] = WINED3DMCS_COLOR2
;
1170 state
->render_states
[WINED3DRS_AMBIENTMATERIALSOURCE
] = WINED3DMCS_MATERIAL
;
1171 state
->render_states
[WINED3DRS_EMISSIVEMATERIALSOURCE
] = WINED3DMCS_MATERIAL
;
1172 state
->render_states
[WINED3DRS_VERTEXBLEND
] = WINED3DVBF_DISABLE
;
1173 state
->render_states
[WINED3DRS_CLIPPLANEENABLE
] = 0;
1174 state
->render_states
[WINED3DRS_SOFTWAREVERTEXPROCESSING
] = FALSE
;
1176 state
->render_states
[WINED3DRS_POINTSIZE
] = tmpfloat
.d
;
1178 state
->render_states
[WINED3DRS_POINTSIZE_MIN
] = tmpfloat
.d
;
1179 state
->render_states
[WINED3DRS_POINTSPRITEENABLE
] = FALSE
;
1180 state
->render_states
[WINED3DRS_POINTSCALEENABLE
] = FALSE
;
1182 state
->render_states
[WINED3DRS_POINTSCALE_A
] = tmpfloat
.d
;
1184 state
->render_states
[WINED3DRS_POINTSCALE_B
] = tmpfloat
.d
;
1186 state
->render_states
[WINED3DRS_POINTSCALE_C
] = tmpfloat
.d
;
1187 state
->render_states
[WINED3DRS_MULTISAMPLEANTIALIAS
] = TRUE
;
1188 state
->render_states
[WINED3DRS_MULTISAMPLEMASK
] = 0xffffffff;
1189 state
->render_states
[WINED3DRS_PATCHEDGESTYLE
] = WINED3DPATCHEDGE_DISCRETE
;
1191 state
->render_states
[WINED3DRS_PATCHSEGMENTS
] = tmpfloat
.d
;
1192 state
->render_states
[WINED3DRS_DEBUGMONITORTOKEN
] = 0xbaadcafe;
1193 tmpfloat
.f
= gl_info
->limits
.pointsize_max
;
1194 state
->render_states
[WINED3DRS_POINTSIZE_MAX
] = tmpfloat
.d
;
1195 state
->render_states
[WINED3DRS_INDEXEDVERTEXBLENDENABLE
] = FALSE
;
1196 state
->render_states
[WINED3DRS_COLORWRITEENABLE
] = 0x0000000f;
1198 state
->render_states
[WINED3DRS_TWEENFACTOR
] = tmpfloat
.d
;
1199 state
->render_states
[WINED3DRS_BLENDOP
] = WINED3DBLENDOP_ADD
;
1200 state
->render_states
[WINED3DRS_POSITIONDEGREE
] = WINED3DDEGREE_CUBIC
;
1201 state
->render_states
[WINED3DRS_NORMALDEGREE
] = WINED3DDEGREE_LINEAR
;
1202 /* states new in d3d9 */
1203 state
->render_states
[WINED3DRS_SCISSORTESTENABLE
] = FALSE
;
1204 state
->render_states
[WINED3DRS_SLOPESCALEDEPTHBIAS
] = 0;
1206 state
->render_states
[WINED3DRS_MINTESSELLATIONLEVEL
] = tmpfloat
.d
;
1207 state
->render_states
[WINED3DRS_MAXTESSELLATIONLEVEL
] = tmpfloat
.d
;
1208 state
->render_states
[WINED3DRS_ANTIALIASEDLINEENABLE
] = FALSE
;
1210 state
->render_states
[WINED3DRS_ADAPTIVETESS_X
] = tmpfloat
.d
;
1211 state
->render_states
[WINED3DRS_ADAPTIVETESS_Y
] = tmpfloat
.d
;
1213 state
->render_states
[WINED3DRS_ADAPTIVETESS_Z
] = tmpfloat
.d
;
1215 state
->render_states
[WINED3DRS_ADAPTIVETESS_W
] = tmpfloat
.d
;
1216 state
->render_states
[WINED3DRS_ENABLEADAPTIVETESSELLATION
] = FALSE
;
1217 state
->render_states
[WINED3DRS_TWOSIDEDSTENCILMODE
] = FALSE
;
1218 state
->render_states
[WINED3DRS_CCW_STENCILFAIL
] = WINED3DSTENCILOP_KEEP
;
1219 state
->render_states
[WINED3DRS_CCW_STENCILZFAIL
] = WINED3DSTENCILOP_KEEP
;
1220 state
->render_states
[WINED3DRS_CCW_STENCILPASS
] = WINED3DSTENCILOP_KEEP
;
1221 state
->render_states
[WINED3DRS_CCW_STENCILFUNC
] = WINED3DCMP_ALWAYS
;
1222 state
->render_states
[WINED3DRS_COLORWRITEENABLE1
] = 0x0000000f;
1223 state
->render_states
[WINED3DRS_COLORWRITEENABLE2
] = 0x0000000f;
1224 state
->render_states
[WINED3DRS_COLORWRITEENABLE3
] = 0x0000000f;
1225 state
->render_states
[WINED3DRS_BLENDFACTOR
] = 0xFFFFFFFF;
1226 state
->render_states
[WINED3DRS_SRGBWRITEENABLE
] = 0;
1227 state
->render_states
[WINED3DRS_DEPTHBIAS
] = 0;
1228 state
->render_states
[WINED3DRS_WRAP8
] = 0;
1229 state
->render_states
[WINED3DRS_WRAP9
] = 0;
1230 state
->render_states
[WINED3DRS_WRAP10
] = 0;
1231 state
->render_states
[WINED3DRS_WRAP11
] = 0;
1232 state
->render_states
[WINED3DRS_WRAP12
] = 0;
1233 state
->render_states
[WINED3DRS_WRAP13
] = 0;
1234 state
->render_states
[WINED3DRS_WRAP14
] = 0;
1235 state
->render_states
[WINED3DRS_WRAP15
] = 0;
1236 state
->render_states
[WINED3DRS_SEPARATEALPHABLENDENABLE
] = FALSE
;
1237 state
->render_states
[WINED3DRS_SRCBLENDALPHA
] = WINED3DBLEND_ONE
;
1238 state
->render_states
[WINED3DRS_DESTBLENDALPHA
] = WINED3DBLEND_ZERO
;
1239 state
->render_states
[WINED3DRS_BLENDOPALPHA
] = WINED3DBLENDOP_ADD
;
1241 /* clipping status */
1242 state
->clip_status
.ClipUnion
= 0;
1243 state
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
1245 /* Texture Stage States - Put directly into state block, we will call function below */
1246 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1248 TRACE("Setting up default texture states for texture Stage %u.\n", i
);
1249 memcpy(&state
->transforms
[WINED3DTS_TEXTURE0
+ i
], identity
, sizeof(identity
));
1250 state
->texture_states
[i
][WINED3DTSS_COLOROP
] = i
? WINED3DTOP_DISABLE
: WINED3DTOP_MODULATE
;
1251 state
->texture_states
[i
][WINED3DTSS_COLORARG1
] = WINED3DTA_TEXTURE
;
1252 state
->texture_states
[i
][WINED3DTSS_COLORARG2
] = WINED3DTA_CURRENT
;
1253 state
->texture_states
[i
][WINED3DTSS_ALPHAOP
] = i
? WINED3DTOP_DISABLE
: WINED3DTOP_SELECTARG1
;
1254 state
->texture_states
[i
][WINED3DTSS_ALPHAARG1
] = WINED3DTA_TEXTURE
;
1255 state
->texture_states
[i
][WINED3DTSS_ALPHAARG2
] = WINED3DTA_CURRENT
;
1256 state
->texture_states
[i
][WINED3DTSS_BUMPENVMAT00
] = 0;
1257 state
->texture_states
[i
][WINED3DTSS_BUMPENVMAT01
] = 0;
1258 state
->texture_states
[i
][WINED3DTSS_BUMPENVMAT10
] = 0;
1259 state
->texture_states
[i
][WINED3DTSS_BUMPENVMAT11
] = 0;
1260 state
->texture_states
[i
][WINED3DTSS_TEXCOORDINDEX
] = i
;
1261 state
->texture_states
[i
][WINED3DTSS_BUMPENVLSCALE
] = 0;
1262 state
->texture_states
[i
][WINED3DTSS_BUMPENVLOFFSET
] = 0;
1263 state
->texture_states
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] = WINED3DTTFF_DISABLE
;
1264 state
->texture_states
[i
][WINED3DTSS_COLORARG0
] = WINED3DTA_CURRENT
;
1265 state
->texture_states
[i
][WINED3DTSS_ALPHAARG0
] = WINED3DTA_CURRENT
;
1266 state
->texture_states
[i
][WINED3DTSS_RESULTARG
] = WINED3DTA_CURRENT
;
1268 state
->lowest_disabled_stage
= 1;
1271 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1273 TRACE("Setting up default samplers states for sampler %u.\n", i
);
1274 state
->sampler_states
[i
][WINED3DSAMP_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
1275 state
->sampler_states
[i
][WINED3DSAMP_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
1276 state
->sampler_states
[i
][WINED3DSAMP_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1277 state
->sampler_states
[i
][WINED3DSAMP_BORDERCOLOR
] = 0;
1278 state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1279 state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1280 state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1281 state
->sampler_states
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1282 state
->sampler_states
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1283 state
->sampler_states
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1284 state
->sampler_states
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0;
1285 /* TODO: Indicates which element of a multielement texture to use. */
1286 state
->sampler_states
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0;
1287 /* TODO: Vertex offset in the presampled displacement map. */
1288 state
->sampler_states
[i
][WINED3DSAMP_DMAPOFFSET
] = 0;
1291 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
1293 state
->textures
[i
] = NULL
;
1296 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1297 hr
= IWineD3DDevice_GetSwapChain((IWineD3DDevice
*)device
, 0, &swapchain
);
1298 if (SUCCEEDED(hr
) && swapchain
)
1300 hr
= IWineD3DSwapChain_GetBackBuffer(swapchain
, 0, WINED3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
1301 if (SUCCEEDED(hr
) && backbuffer
)
1303 WINED3DSURFACE_DESC desc
;
1305 IWineD3DSurface_GetDesc(backbuffer
, &desc
);
1306 IWineD3DSurface_Release(backbuffer
);
1308 /* Set the default scissor rect values */
1309 state
->scissor_rect
.left
= 0;
1310 state
->scissor_rect
.right
= desc
.width
;
1311 state
->scissor_rect
.top
= 0;
1312 state
->scissor_rect
.bottom
= desc
.height
;
1315 /* Set the default viewport */
1316 state
->viewport
.X
= 0;
1317 state
->viewport
.Y
= 0;
1318 state
->viewport
.Width
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferWidth
;
1319 state
->viewport
.Height
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferHeight
;
1320 state
->viewport
.MinZ
= 0.0f
;
1321 state
->viewport
.MaxZ
= 1.0f
;
1323 IWineD3DSwapChain_Release(swapchain
);
1329 /**********************************************************
1330 * IWineD3DStateBlock VTbl follows
1331 **********************************************************/
1333 static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1336 IWineD3DStateBlockImpl_QueryInterface
,
1337 IWineD3DStateBlockImpl_AddRef
,
1338 IWineD3DStateBlockImpl_Release
,
1339 /* IWineD3DStateBlock */
1340 IWineD3DStateBlockImpl_Capture
,
1341 IWineD3DStateBlockImpl_Apply
,
1344 HRESULT
stateblock_init(IWineD3DStateBlockImpl
*stateblock
, IWineD3DDeviceImpl
*device
, WINED3DSTATEBLOCKTYPE type
)
1349 stateblock
->lpVtbl
= &IWineD3DStateBlock_Vtbl
;
1350 stateblock
->ref
= 1;
1351 stateblock
->device
= device
;
1352 stateblock
->blockType
= type
;
1354 for (i
= 0; i
< LIGHTMAP_SIZE
; i
++)
1356 list_init(&stateblock
->state
.light_map
[i
]);
1359 hr
= stateblock_allocate_shader_constants(stateblock
);
1360 if (FAILED(hr
)) return hr
;
1362 /* The WINED3DSBT_INIT stateblock type is used during initialization to
1363 * produce a placeholder stateblock so other functions called can update a
1365 if (type
== WINED3DSBT_INIT
|| type
== WINED3DSBT_RECORDED
) return WINED3D_OK
;
1367 TRACE("Updating changed flags appropriate for type %#x.\n", type
);
1371 case WINED3DSBT_ALL
:
1372 stateblock_init_lights(stateblock
, device
->stateBlock
->state
.light_map
);
1373 stateblock_savedstates_set_all(&stateblock
->changed
, device
->d3d_vshader_constantF
,
1374 device
->d3d_pshader_constantF
);
1377 case WINED3DSBT_PIXELSTATE
:
1378 stateblock_savedstates_set_pixel(&stateblock
->changed
, device
->d3d_pshader_constantF
);
1381 case WINED3DSBT_VERTEXSTATE
:
1382 stateblock_init_lights(stateblock
, device
->stateBlock
->state
.light_map
);
1383 stateblock_savedstates_set_vertex(&stateblock
->changed
, device
->d3d_vshader_constantF
);
1387 FIXME("Unrecognized state block type %#x.\n", type
);
1391 stateblock_init_contained_states(stateblock
);
1392 IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock
*)stateblock
);