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[wine/multimedia.git] / dlls / wined3d / stateblock.c
blobf991362f46d8bf03766be49cd95e5ff14ad485c6
1 /*
2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
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
25 #include "config.h"
26 #include "wine/port.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 static const DWORD pixel_states_render[] =
33 WINED3D_RS_ALPHABLENDENABLE,
34 WINED3D_RS_ALPHAFUNC,
35 WINED3D_RS_ALPHAREF,
36 WINED3D_RS_ALPHATESTENABLE,
37 WINED3D_RS_ANTIALIASEDLINEENABLE,
38 WINED3D_RS_BLENDFACTOR,
39 WINED3D_RS_BLENDOP,
40 WINED3D_RS_BLENDOPALPHA,
41 WINED3D_RS_CCW_STENCILFAIL,
42 WINED3D_RS_CCW_STENCILPASS,
43 WINED3D_RS_CCW_STENCILZFAIL,
44 WINED3D_RS_COLORWRITEENABLE,
45 WINED3D_RS_COLORWRITEENABLE1,
46 WINED3D_RS_COLORWRITEENABLE2,
47 WINED3D_RS_COLORWRITEENABLE3,
48 WINED3D_RS_DEPTHBIAS,
49 WINED3D_RS_DESTBLEND,
50 WINED3D_RS_DESTBLENDALPHA,
51 WINED3D_RS_DITHERENABLE,
52 WINED3D_RS_FILLMODE,
53 WINED3D_RS_FOGDENSITY,
54 WINED3D_RS_FOGEND,
55 WINED3D_RS_FOGSTART,
56 WINED3D_RS_LASTPIXEL,
57 WINED3D_RS_SCISSORTESTENABLE,
58 WINED3D_RS_SEPARATEALPHABLENDENABLE,
59 WINED3D_RS_SHADEMODE,
60 WINED3D_RS_SLOPESCALEDEPTHBIAS,
61 WINED3D_RS_SRCBLEND,
62 WINED3D_RS_SRCBLENDALPHA,
63 WINED3D_RS_SRGBWRITEENABLE,
64 WINED3D_RS_STENCILENABLE,
65 WINED3D_RS_STENCILFAIL,
66 WINED3D_RS_STENCILFUNC,
67 WINED3D_RS_STENCILMASK,
68 WINED3D_RS_STENCILPASS,
69 WINED3D_RS_STENCILREF,
70 WINED3D_RS_STENCILWRITEMASK,
71 WINED3D_RS_STENCILZFAIL,
72 WINED3D_RS_TEXTUREFACTOR,
73 WINED3D_RS_TWOSIDEDSTENCILMODE,
74 WINED3D_RS_WRAP0,
75 WINED3D_RS_WRAP1,
76 WINED3D_RS_WRAP10,
77 WINED3D_RS_WRAP11,
78 WINED3D_RS_WRAP12,
79 WINED3D_RS_WRAP13,
80 WINED3D_RS_WRAP14,
81 WINED3D_RS_WRAP15,
82 WINED3D_RS_WRAP2,
83 WINED3D_RS_WRAP3,
84 WINED3D_RS_WRAP4,
85 WINED3D_RS_WRAP5,
86 WINED3D_RS_WRAP6,
87 WINED3D_RS_WRAP7,
88 WINED3D_RS_WRAP8,
89 WINED3D_RS_WRAP9,
90 WINED3D_RS_ZENABLE,
91 WINED3D_RS_ZFUNC,
92 WINED3D_RS_ZWRITEENABLE,
95 static const DWORD pixel_states_texture[] =
97 WINED3D_TSS_ALPHA_ARG0,
98 WINED3D_TSS_ALPHA_ARG1,
99 WINED3D_TSS_ALPHA_ARG2,
100 WINED3D_TSS_ALPHA_OP,
101 WINED3D_TSS_BUMPENV_LOFFSET,
102 WINED3D_TSS_BUMPENV_LSCALE,
103 WINED3D_TSS_BUMPENV_MAT00,
104 WINED3D_TSS_BUMPENV_MAT01,
105 WINED3D_TSS_BUMPENV_MAT10,
106 WINED3D_TSS_BUMPENV_MAT11,
107 WINED3D_TSS_COLOR_ARG0,
108 WINED3D_TSS_COLOR_ARG1,
109 WINED3D_TSS_COLOR_ARG2,
110 WINED3D_TSS_COLOR_OP,
111 WINED3D_TSS_RESULT_ARG,
112 WINED3D_TSS_TEXCOORD_INDEX,
113 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
116 static const DWORD pixel_states_sampler[] =
118 WINED3D_SAMP_ADDRESS_U,
119 WINED3D_SAMP_ADDRESS_V,
120 WINED3D_SAMP_ADDRESS_W,
121 WINED3D_SAMP_BORDER_COLOR,
122 WINED3D_SAMP_MAG_FILTER,
123 WINED3D_SAMP_MIN_FILTER,
124 WINED3D_SAMP_MIP_FILTER,
125 WINED3D_SAMP_MIPMAP_LOD_BIAS,
126 WINED3D_SAMP_MAX_MIP_LEVEL,
127 WINED3D_SAMP_MAX_ANISOTROPY,
128 WINED3D_SAMP_SRGB_TEXTURE,
129 WINED3D_SAMP_ELEMENT_INDEX,
132 static const DWORD vertex_states_render[] =
134 WINED3D_RS_ADAPTIVETESS_W,
135 WINED3D_RS_ADAPTIVETESS_X,
136 WINED3D_RS_ADAPTIVETESS_Y,
137 WINED3D_RS_ADAPTIVETESS_Z,
138 WINED3D_RS_AMBIENT,
139 WINED3D_RS_AMBIENTMATERIALSOURCE,
140 WINED3D_RS_CLIPPING,
141 WINED3D_RS_CLIPPLANEENABLE,
142 WINED3D_RS_COLORVERTEX,
143 WINED3D_RS_CULLMODE,
144 WINED3D_RS_DIFFUSEMATERIALSOURCE,
145 WINED3D_RS_EMISSIVEMATERIALSOURCE,
146 WINED3D_RS_ENABLEADAPTIVETESSELLATION,
147 WINED3D_RS_FOGCOLOR,
148 WINED3D_RS_FOGDENSITY,
149 WINED3D_RS_FOGENABLE,
150 WINED3D_RS_FOGEND,
151 WINED3D_RS_FOGSTART,
152 WINED3D_RS_FOGTABLEMODE,
153 WINED3D_RS_FOGVERTEXMODE,
154 WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
155 WINED3D_RS_LIGHTING,
156 WINED3D_RS_LOCALVIEWER,
157 WINED3D_RS_MAXTESSELLATIONLEVEL,
158 WINED3D_RS_MINTESSELLATIONLEVEL,
159 WINED3D_RS_MULTISAMPLEANTIALIAS,
160 WINED3D_RS_MULTISAMPLEMASK,
161 WINED3D_RS_NORMALDEGREE,
162 WINED3D_RS_NORMALIZENORMALS,
163 WINED3D_RS_PATCHEDGESTYLE,
164 WINED3D_RS_POINTSCALE_A,
165 WINED3D_RS_POINTSCALE_B,
166 WINED3D_RS_POINTSCALE_C,
167 WINED3D_RS_POINTSCALEENABLE,
168 WINED3D_RS_POINTSIZE,
169 WINED3D_RS_POINTSIZE_MAX,
170 WINED3D_RS_POINTSIZE_MIN,
171 WINED3D_RS_POINTSPRITEENABLE,
172 WINED3D_RS_POSITIONDEGREE,
173 WINED3D_RS_RANGEFOGENABLE,
174 WINED3D_RS_SHADEMODE,
175 WINED3D_RS_SPECULARENABLE,
176 WINED3D_RS_SPECULARMATERIALSOURCE,
177 WINED3D_RS_TWEENFACTOR,
178 WINED3D_RS_VERTEXBLEND,
181 static const DWORD vertex_states_texture[] =
183 WINED3D_TSS_TEXCOORD_INDEX,
184 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
187 static const DWORD vertex_states_sampler[] =
189 WINED3D_SAMP_DMAP_OFFSET,
192 /* Allocates the correct amount of space for pixel and vertex shader constants,
193 * along with their set/changed flags on the given stateblock object
195 static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
197 const struct wined3d_d3d_info *d3d_info = &object->device->adapter->d3d_info;
199 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
200 sizeof(BOOL) * d3d_info->limits.ps_uniform_count);
201 if (!object->changed.pixelShaderConstantsF) goto fail;
203 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
204 sizeof(BOOL) * d3d_info->limits.vs_uniform_count);
205 if (!object->changed.vertexShaderConstantsF) goto fail;
207 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
208 sizeof(DWORD) * d3d_info->limits.vs_uniform_count);
209 if (!object->contained_vs_consts_f) goto fail;
211 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
212 sizeof(DWORD) * d3d_info->limits.ps_uniform_count);
213 if (!object->contained_ps_consts_f) goto fail;
215 return WINED3D_OK;
217 fail:
218 ERR("Failed to allocate memory\n");
219 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
220 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
221 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
222 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
223 return E_OUTOFMEMORY;
226 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
228 DWORD mask = (1 << (map_size & 0x1f)) - 1;
229 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
230 if (mask) map[map_size >> 5] = mask;
233 /* Set all members of a stateblock savedstate to the given value */
234 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
236 unsigned int i;
238 /* Single values */
239 states->primitive_type = 1;
240 states->indices = 1;
241 states->material = 1;
242 states->viewport = 1;
243 states->vertexDecl = 1;
244 states->pixelShader = 1;
245 states->vertexShader = 1;
246 states->scissorRect = 1;
248 /* Fixed size arrays */
249 states->streamSource = 0xffff;
250 states->streamFreq = 0xffff;
251 states->textures = 0xfffff;
252 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
253 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
254 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
255 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
256 states->clipplane = 0xffffffff;
257 states->pixelShaderConstantsB = 0xffff;
258 states->pixelShaderConstantsI = 0xffff;
259 states->vertexShaderConstantsB = 0xffff;
260 states->vertexShaderConstantsI = 0xffff;
262 /* Dynamically sized arrays */
263 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
264 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
267 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
269 DWORD texture_mask = 0;
270 WORD sampler_mask = 0;
271 unsigned int i;
273 states->pixelShader = 1;
275 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
277 DWORD rs = pixel_states_render[i];
278 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
281 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
282 texture_mask |= 1 << pixel_states_texture[i];
283 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
284 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
285 sampler_mask |= 1 << pixel_states_sampler[i];
286 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
287 states->pixelShaderConstantsB = 0xffff;
288 states->pixelShaderConstantsI = 0xffff;
290 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
293 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
295 DWORD texture_mask = 0;
296 WORD sampler_mask = 0;
297 unsigned int i;
299 states->vertexDecl = 1;
300 states->vertexShader = 1;
302 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
304 DWORD rs = vertex_states_render[i];
305 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
308 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
309 texture_mask |= 1 << vertex_states_texture[i];
310 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
311 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
312 sampler_mask |= 1 << vertex_states_sampler[i];
313 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
314 states->vertexShaderConstantsB = 0xffff;
315 states->vertexShaderConstantsI = 0xffff;
317 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
320 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
322 const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
323 unsigned int i, j;
325 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
327 DWORD map = stateblock->changed.renderState[i];
328 for (j = 0; map; map >>= 1, ++j)
330 if (!(map & 1)) continue;
332 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
333 ++stateblock->num_contained_render_states;
337 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
339 DWORD map = stateblock->changed.transform[i];
340 for (j = 0; map; map >>= 1, ++j)
342 if (!(map & 1)) continue;
344 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
345 ++stateblock->num_contained_transform_states;
349 for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
351 if (stateblock->changed.vertexShaderConstantsF[i])
353 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
354 ++stateblock->num_contained_vs_consts_f;
358 for (i = 0; i < MAX_CONST_I; ++i)
360 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
362 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
363 ++stateblock->num_contained_vs_consts_i;
367 for (i = 0; i < MAX_CONST_B; ++i)
369 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
371 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
372 ++stateblock->num_contained_vs_consts_b;
376 for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
378 if (stateblock->changed.pixelShaderConstantsF[i])
380 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
381 ++stateblock->num_contained_ps_consts_f;
385 for (i = 0; i < MAX_CONST_I; ++i)
387 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
389 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
390 ++stateblock->num_contained_ps_consts_i;
394 for (i = 0; i < MAX_CONST_B; ++i)
396 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
398 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
399 ++stateblock->num_contained_ps_consts_b;
403 for (i = 0; i < MAX_TEXTURES; ++i)
405 DWORD map = stateblock->changed.textureState[i];
407 for(j = 0; map; map >>= 1, ++j)
409 if (!(map & 1)) continue;
411 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
412 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
413 ++stateblock->num_contained_tss_states;
417 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
419 DWORD map = stateblock->changed.samplerState[i];
421 for (j = 0; map; map >>= 1, ++j)
423 if (!(map & 1)) continue;
425 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
426 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
427 ++stateblock->num_contained_sampler_states;
432 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
434 unsigned int i;
436 for (i = 0; i < LIGHTMAP_SIZE; ++i)
438 const struct wined3d_light_info *src_light;
440 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
442 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
444 *dst_light = *src_light;
445 list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
450 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
452 ULONG refcount = InterlockedIncrement(&stateblock->ref);
454 TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
456 return refcount;
459 void state_unbind_resources(struct wined3d_state *state)
461 struct wined3d_vertex_declaration *decl;
462 struct wined3d_sampler *sampler;
463 struct wined3d_texture *texture;
464 struct wined3d_buffer *buffer;
465 struct wined3d_shader *shader;
466 unsigned int i, j;
468 if ((decl = state->vertex_declaration))
470 state->vertex_declaration = NULL;
471 wined3d_vertex_declaration_decref(decl);
474 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
476 if ((texture = state->textures[i]))
478 state->textures[i] = NULL;
479 wined3d_texture_decref(texture);
483 for (i = 0; i < MAX_STREAM_OUT; ++i)
485 if ((buffer = state->stream_output[i].buffer))
487 state->stream_output[i].buffer = NULL;
488 wined3d_buffer_decref(buffer);
492 for (i = 0; i < MAX_STREAMS; ++i)
494 if ((buffer = state->streams[i].buffer))
496 state->streams[i].buffer = NULL;
497 wined3d_buffer_decref(buffer);
501 if ((buffer = state->index_buffer))
503 state->index_buffer = NULL;
504 wined3d_buffer_decref(buffer);
507 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
509 if ((shader = state->shader[i]))
511 state->shader[i] = NULL;
512 wined3d_shader_decref(shader);
515 for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
517 if ((buffer = state->cb[i][j]))
519 state->cb[i][j] = NULL;
520 wined3d_buffer_decref(buffer);
524 for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
526 if ((sampler = state->sampler[i][j]))
528 state->sampler[i][j] = NULL;
529 wined3d_sampler_decref(sampler);
535 void state_cleanup(struct wined3d_state *state)
537 unsigned int counter;
539 if (!(state->flags & WINED3D_STATE_NO_REF))
540 state_unbind_resources(state);
542 for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
544 struct list *e1, *e2;
545 LIST_FOR_EACH_SAFE(e1, e2, &state->light_map[counter])
547 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
548 list_remove(&light->entry);
549 HeapFree(GetProcessHeap(), 0, light);
553 HeapFree(GetProcessHeap(), 0, state->vs_consts_f);
554 HeapFree(GetProcessHeap(), 0, state->ps_consts_f);
557 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
559 ULONG refcount = InterlockedDecrement(&stateblock->ref);
561 TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
563 if (!refcount)
565 state_cleanup(&stateblock->state);
567 HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
568 HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
569 HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
570 HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
571 HeapFree(GetProcessHeap(), 0, stateblock);
574 return refcount;
577 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
579 UINT i;
581 /* Lights... For a recorded state block, we just had a chain of actions
582 * to perform, so we need to walk that chain and update any actions which
583 * differ. */
584 for (i = 0; i < LIGHTMAP_SIZE; ++i)
586 struct list *e, *f;
587 LIST_FOR_EACH(e, &dst_state->light_map[i])
589 BOOL updated = FALSE;
590 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
592 /* Look up the light in the destination */
593 LIST_FOR_EACH(f, &src_state->light_map[i])
595 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
596 if (realLight->OriginalIndex == src->OriginalIndex)
598 src->OriginalParms = realLight->OriginalParms;
600 if (realLight->glIndex == -1 && src->glIndex != -1)
602 /* Light disabled */
603 dst_state->lights[src->glIndex] = NULL;
605 else if (realLight->glIndex != -1 && src->glIndex == -1)
607 /* Light enabled */
608 dst_state->lights[realLight->glIndex] = src;
610 src->glIndex = realLight->glIndex;
611 updated = TRUE;
612 break;
616 if (!updated)
618 /* This can happen if the light was originally created as a
619 * default light for SetLightEnable() while recording. */
620 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
621 src->OriginalIndex, dst_state, src_state);
623 src->OriginalParms = WINED3D_default_light;
624 if (src->glIndex != -1)
626 dst_state->lights[src->glIndex] = NULL;
627 src->glIndex = -1;
634 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
636 const struct wined3d_state *src_state = &stateblock->device->state;
637 unsigned int i;
638 DWORD map;
640 TRACE("stateblock %p.\n", stateblock);
642 TRACE("Capturing state %p.\n", src_state);
644 if (stateblock->changed.vertexShader && stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]
645 != src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
647 TRACE("Updating vertex shader from %p to %p\n",
648 stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX],
649 src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
651 if (src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
652 wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
653 if (stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX])
654 wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
655 stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX] = src_state->shader[WINED3D_SHADER_TYPE_VERTEX];
658 /* Vertex shader float constants. */
659 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
661 unsigned int idx = stateblock->contained_vs_consts_f[i];
663 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
664 src_state->vs_consts_f[idx * 4 + 0],
665 src_state->vs_consts_f[idx * 4 + 1],
666 src_state->vs_consts_f[idx * 4 + 2],
667 src_state->vs_consts_f[idx * 4 + 3]);
669 stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
670 stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
671 stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
672 stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
675 /* Vertex shader integer constants. */
676 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
678 unsigned int idx = stateblock->contained_vs_consts_i[i];
680 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
681 src_state->vs_consts_i[idx * 4 + 0],
682 src_state->vs_consts_i[idx * 4 + 1],
683 src_state->vs_consts_i[idx * 4 + 2],
684 src_state->vs_consts_i[idx * 4 + 3]);
686 stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
687 stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
688 stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
689 stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
692 /* Vertex shader boolean constants. */
693 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
695 unsigned int idx = stateblock->contained_vs_consts_b[i];
697 TRACE("Setting vs_consts_b[%u] to %s.\n",
698 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
700 stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
703 /* Pixel shader float constants. */
704 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
706 unsigned int idx = stateblock->contained_ps_consts_f[i];
708 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
709 src_state->ps_consts_f[idx * 4 + 0],
710 src_state->ps_consts_f[idx * 4 + 1],
711 src_state->ps_consts_f[idx * 4 + 2],
712 src_state->ps_consts_f[idx * 4 + 3]);
714 stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
715 stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
716 stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
717 stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
720 /* Pixel shader integer constants. */
721 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
723 unsigned int idx = stateblock->contained_ps_consts_i[i];
724 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
725 src_state->ps_consts_i[idx * 4 + 0],
726 src_state->ps_consts_i[idx * 4 + 1],
727 src_state->ps_consts_i[idx * 4 + 2],
728 src_state->ps_consts_i[idx * 4 + 3]);
730 stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
731 stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
732 stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
733 stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
736 /* Pixel shader boolean constants. */
737 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
739 unsigned int idx = stateblock->contained_ps_consts_b[i];
740 TRACE("Setting ps_consts_b[%u] to %s.\n",
741 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
743 stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
746 /* Others + Render & Texture */
747 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
749 enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
751 TRACE("Updating transform %#x.\n", transform);
753 stateblock->state.transforms[transform] = src_state->transforms[transform];
756 if (stateblock->changed.primitive_type)
757 stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
759 if (stateblock->changed.indices
760 && ((stateblock->state.index_buffer != src_state->index_buffer)
761 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
762 || (stateblock->state.index_format != src_state->index_format)))
764 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
765 src_state->index_buffer, src_state->base_vertex_index);
767 if (src_state->index_buffer)
768 wined3d_buffer_incref(src_state->index_buffer);
769 if (stateblock->state.index_buffer)
770 wined3d_buffer_decref(stateblock->state.index_buffer);
771 stateblock->state.index_buffer = src_state->index_buffer;
772 stateblock->state.base_vertex_index = src_state->base_vertex_index;
773 stateblock->state.index_format = src_state->index_format;
776 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
778 TRACE("Updating vertex declaration from %p to %p.\n",
779 stateblock->state.vertex_declaration, src_state->vertex_declaration);
781 if (src_state->vertex_declaration)
782 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
783 if (stateblock->state.vertex_declaration)
784 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
785 stateblock->state.vertex_declaration = src_state->vertex_declaration;
788 if (stateblock->changed.material
789 && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
791 TRACE("Updating material.\n");
793 stateblock->state.material = src_state->material;
796 if (stateblock->changed.viewport
797 && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
799 TRACE("Updating viewport.\n");
801 stateblock->state.viewport = src_state->viewport;
804 if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
805 &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
807 TRACE("Updating scissor rect.\n");
809 stateblock->state.scissor_rect = src_state->scissor_rect;
812 map = stateblock->changed.streamSource;
813 for (i = 0; map; map >>= 1, ++i)
815 if (!(map & 1)) continue;
817 if (stateblock->state.streams[i].stride != src_state->streams[i].stride
818 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
820 TRACE("Updating stream source %u to %p, stride to %u.\n",
821 i, src_state->streams[i].buffer,
822 src_state->streams[i].stride);
824 stateblock->state.streams[i].stride = src_state->streams[i].stride;
825 if (src_state->streams[i].buffer)
826 wined3d_buffer_incref(src_state->streams[i].buffer);
827 if (stateblock->state.streams[i].buffer)
828 wined3d_buffer_decref(stateblock->state.streams[i].buffer);
829 stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
833 map = stateblock->changed.streamFreq;
834 for (i = 0; map; map >>= 1, ++i)
836 if (!(map & 1)) continue;
838 if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
839 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
841 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
842 i, src_state->streams[i].frequency, src_state->streams[i].flags);
844 stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
845 stateblock->state.streams[i].flags = src_state->streams[i].flags;
849 map = stateblock->changed.clipplane;
850 for (i = 0; map; map >>= 1, ++i)
852 if (!(map & 1)) continue;
854 if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
856 TRACE("Updating clipplane %u.\n", i);
857 stateblock->state.clip_planes[i] = src_state->clip_planes[i];
861 /* Render */
862 for (i = 0; i < stateblock->num_contained_render_states; ++i)
864 enum wined3d_render_state rs = stateblock->contained_render_states[i];
866 TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
868 stateblock->state.render_states[rs] = src_state->render_states[rs];
871 /* Texture states */
872 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
874 DWORD stage = stateblock->contained_tss_states[i].stage;
875 DWORD state = stateblock->contained_tss_states[i].state;
877 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
878 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
880 stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
883 /* Samplers */
884 map = stateblock->changed.textures;
885 for (i = 0; map; map >>= 1, ++i)
887 if (!(map & 1)) continue;
889 TRACE("Updating texture %u to %p (was %p).\n",
890 i, src_state->textures[i], stateblock->state.textures[i]);
892 if (src_state->textures[i])
893 wined3d_texture_incref(src_state->textures[i]);
894 if (stateblock->state.textures[i])
895 wined3d_texture_decref(stateblock->state.textures[i]);
896 stateblock->state.textures[i] = src_state->textures[i];
899 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
901 DWORD stage = stateblock->contained_sampler_states[i].stage;
902 DWORD state = stateblock->contained_sampler_states[i].state;
904 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
905 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
907 stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
910 if (stateblock->changed.pixelShader && stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]
911 != src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
913 if (src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
914 wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_PIXEL]);
915 if (stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL])
916 wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
917 stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL] = src_state->shader[WINED3D_SHADER_TYPE_PIXEL];
920 wined3d_state_record_lights(&stateblock->state, src_state);
922 TRACE("Capture done.\n");
925 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
927 UINT i;
929 for (i = 0; i < LIGHTMAP_SIZE; ++i)
931 struct list *e;
933 LIST_FOR_EACH(e, &state->light_map[i])
935 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
937 wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
938 wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
943 void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
945 struct wined3d_device *device = stateblock->device;
946 unsigned int i;
947 DWORD map;
949 TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
951 if (stateblock->changed.vertexShader)
952 wined3d_device_set_vertex_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
954 /* Vertex Shader Constants. */
955 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
957 wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
958 stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
960 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
962 wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
963 stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
965 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
967 wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
968 stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
971 apply_lights(device, &stateblock->state);
973 if (stateblock->changed.pixelShader)
974 wined3d_device_set_pixel_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
976 /* Pixel Shader Constants. */
977 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
979 wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
980 stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
982 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
984 wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
985 stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
987 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
989 wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
990 stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
993 /* Render states. */
994 for (i = 0; i < stateblock->num_contained_render_states; ++i)
996 wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
997 stateblock->state.render_states[stateblock->contained_render_states[i]]);
1000 /* Texture states. */
1001 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
1003 DWORD stage = stateblock->contained_tss_states[i].stage;
1004 DWORD state = stateblock->contained_tss_states[i].state;
1006 wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
1009 /* Sampler states. */
1010 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
1012 DWORD stage = stateblock->contained_sampler_states[i].stage;
1013 DWORD state = stateblock->contained_sampler_states[i].state;
1014 DWORD value = stateblock->state.sampler_states[stage][state];
1016 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1017 wined3d_device_set_sampler_state(device, stage, state, value);
1020 /* Transform states. */
1021 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1023 wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1024 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1027 if (stateblock->changed.primitive_type)
1029 GLenum gl_primitive_type, prev;
1031 if (device->recording)
1032 device->recording->changed.primitive_type = TRUE;
1033 gl_primitive_type = stateblock->state.gl_primitive_type;
1034 prev = device->update_state->gl_primitive_type;
1035 device->update_state->gl_primitive_type = gl_primitive_type;
1036 if (gl_primitive_type != prev && (gl_primitive_type == GL_POINTS || prev == GL_POINTS))
1037 device_invalidate_state(device, STATE_POINT_SIZE_ENABLE);
1040 if (stateblock->changed.indices)
1042 wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format);
1043 wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1046 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1047 wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1049 if (stateblock->changed.material)
1050 wined3d_device_set_material(device, &stateblock->state.material);
1052 if (stateblock->changed.viewport)
1053 wined3d_device_set_viewport(device, &stateblock->state.viewport);
1055 if (stateblock->changed.scissorRect)
1056 wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1058 map = stateblock->changed.streamSource;
1059 for (i = 0; map; map >>= 1, ++i)
1061 if (map & 1)
1062 wined3d_device_set_stream_source(device, i,
1063 stateblock->state.streams[i].buffer,
1064 0, stateblock->state.streams[i].stride);
1067 map = stateblock->changed.streamFreq;
1068 for (i = 0; map; map >>= 1, ++i)
1070 if (map & 1)
1071 wined3d_device_set_stream_source_freq(device, i,
1072 stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1075 map = stateblock->changed.textures;
1076 for (i = 0; map; map >>= 1, ++i)
1078 DWORD stage;
1080 if (!(map & 1)) continue;
1082 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1083 wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1086 map = stateblock->changed.clipplane;
1087 for (i = 0; map; map >>= 1, ++i)
1089 if (!(map & 1)) continue;
1091 wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
1094 TRACE("Applied stateblock %p.\n", stateblock);
1097 static void state_init_default(struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
1099 union
1101 struct wined3d_line_pattern lp;
1102 DWORD d;
1103 } lp;
1104 union {
1105 float f;
1106 DWORD d;
1107 } tmpfloat;
1108 unsigned int i;
1109 static const struct wined3d_matrix identity =
1111 1.0f, 0.0f, 0.0f, 0.0f,
1112 0.0f, 1.0f, 0.0f, 0.0f,
1113 0.0f, 0.0f, 1.0f, 0.0f,
1114 0.0f, 0.0f, 0.0f, 1.0f,
1115 }}};
1117 TRACE("state %p, gl_info %p.\n", state, gl_info);
1119 /* Set some of the defaults for lights, transforms etc */
1120 state->transforms[WINED3D_TS_PROJECTION] = identity;
1121 state->transforms[WINED3D_TS_VIEW] = identity;
1122 for (i = 0; i < 256; ++i)
1124 state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
1127 TRACE("Render states\n");
1128 /* Render states: */
1129 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1130 state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
1131 state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
1132 lp.lp.repeat_factor = 0;
1133 lp.lp.line_pattern = 0;
1134 state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1135 state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1136 state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1137 state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1138 state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1139 state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1140 state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW;
1141 state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1142 state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1143 state->render_states[WINED3D_RS_ALPHAREF] = 0;
1144 state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1145 state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1146 state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1147 state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1148 state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1149 state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1150 state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
1151 tmpfloat.f = 0.0f;
1152 state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1153 tmpfloat.f = 1.0f;
1154 state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1155 tmpfloat.f = 1.0f;
1156 state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1157 state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1158 state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1159 state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1160 state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1161 state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1162 state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1163 state->render_states[WINED3D_RS_STENCILREF] = 0;
1164 state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1165 state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1166 state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1167 state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1168 state->render_states[WINED3D_RS_WRAP0] = 0;
1169 state->render_states[WINED3D_RS_WRAP1] = 0;
1170 state->render_states[WINED3D_RS_WRAP2] = 0;
1171 state->render_states[WINED3D_RS_WRAP3] = 0;
1172 state->render_states[WINED3D_RS_WRAP4] = 0;
1173 state->render_states[WINED3D_RS_WRAP5] = 0;
1174 state->render_states[WINED3D_RS_WRAP6] = 0;
1175 state->render_states[WINED3D_RS_WRAP7] = 0;
1176 state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1177 state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1178 state->render_states[WINED3D_RS_AMBIENT] = 0;
1179 state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
1180 state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1181 state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1182 state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1183 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
1184 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
1185 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1186 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1187 state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1188 state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1189 state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1190 tmpfloat.f = 1.0f;
1191 state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1192 tmpfloat.f = 1.0f;
1193 state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1194 state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1195 state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1196 tmpfloat.f = 1.0f;
1197 state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1198 tmpfloat.f = 0.0f;
1199 state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1200 tmpfloat.f = 0.0f;
1201 state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1202 state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1203 state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1204 state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
1205 tmpfloat.f = 1.0f;
1206 state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1207 state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1208 tmpfloat.f = gl_info->limits.pointsize_max;
1209 state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1210 state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1211 state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
1212 tmpfloat.f = 0.0f;
1213 state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1214 state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1215 state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1216 state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1217 /* states new in d3d9 */
1218 state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1219 state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1220 tmpfloat.f = 1.0f;
1221 state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1222 state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1223 state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1224 tmpfloat.f = 0.0f;
1225 state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1226 state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1227 tmpfloat.f = 1.0f;
1228 state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1229 tmpfloat.f = 0.0f;
1230 state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1231 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1232 state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1233 state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1234 state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1235 state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1236 state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1237 state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
1238 state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
1239 state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
1240 state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
1241 state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1242 state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1243 state->render_states[WINED3D_RS_WRAP8] = 0;
1244 state->render_states[WINED3D_RS_WRAP9] = 0;
1245 state->render_states[WINED3D_RS_WRAP10] = 0;
1246 state->render_states[WINED3D_RS_WRAP11] = 0;
1247 state->render_states[WINED3D_RS_WRAP12] = 0;
1248 state->render_states[WINED3D_RS_WRAP13] = 0;
1249 state->render_states[WINED3D_RS_WRAP14] = 0;
1250 state->render_states[WINED3D_RS_WRAP15] = 0;
1251 state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1252 state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1253 state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1254 state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1256 /* Texture Stage States - Put directly into state block, we will call function below */
1257 for (i = 0; i < MAX_TEXTURES; ++i)
1259 TRACE("Setting up default texture states for texture Stage %u.\n", i);
1260 state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
1261 state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
1262 state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
1263 state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
1264 state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
1265 state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
1266 state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
1267 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
1268 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
1269 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
1270 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
1271 state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
1272 state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
1273 state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
1274 state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
1275 state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
1276 state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
1277 state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
1280 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
1282 TRACE("Setting up default samplers states for sampler %u.\n", i);
1283 state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
1284 state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
1285 state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
1286 state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
1287 state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
1288 state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
1289 state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
1290 state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
1291 state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
1292 state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
1293 state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
1294 /* TODO: Indicates which element of a multielement texture to use. */
1295 state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
1296 /* TODO: Vertex offset in the presampled displacement map. */
1297 state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
1301 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
1302 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1303 DWORD flags)
1305 unsigned int i;
1307 state->flags = flags;
1308 state->fb = fb;
1310 for (i = 0; i < LIGHTMAP_SIZE; i++)
1312 list_init(&state->light_map[i]);
1315 if (!(state->vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1316 4 * sizeof(float) * d3d_info->limits.vs_uniform_count)))
1317 return E_OUTOFMEMORY;
1319 if (!(state->ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1320 4 * sizeof(float) * d3d_info->limits.ps_uniform_count)))
1322 HeapFree(GetProcessHeap(), 0, state->vs_consts_f);
1323 return E_OUTOFMEMORY;
1326 if (flags & WINED3D_STATE_INIT_DEFAULT)
1327 state_init_default(state, gl_info);
1329 return WINED3D_OK;
1332 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1333 struct wined3d_device *device, enum wined3d_stateblock_type type)
1335 HRESULT hr;
1336 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1338 stateblock->ref = 1;
1339 stateblock->device = device;
1341 if (FAILED(hr = state_init(&stateblock->state, NULL, &device->adapter->gl_info, d3d_info, 0)))
1342 return hr;
1344 if (FAILED(hr = stateblock_allocate_shader_constants(stateblock)))
1346 state_cleanup(&stateblock->state);
1347 return hr;
1350 if (type == WINED3D_SBT_RECORDED)
1351 return WINED3D_OK;
1353 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1355 switch (type)
1357 case WINED3D_SBT_ALL:
1358 stateblock_init_lights(stateblock, device->state.light_map);
1359 stateblock_savedstates_set_all(&stateblock->changed,
1360 d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
1361 break;
1363 case WINED3D_SBT_PIXEL_STATE:
1364 stateblock_savedstates_set_pixel(&stateblock->changed,
1365 d3d_info->limits.ps_uniform_count);
1366 break;
1368 case WINED3D_SBT_VERTEX_STATE:
1369 stateblock_init_lights(stateblock, device->state.light_map);
1370 stateblock_savedstates_set_vertex(&stateblock->changed,
1371 d3d_info->limits.vs_uniform_count);
1372 break;
1374 default:
1375 FIXME("Unrecognized state block type %#x.\n", type);
1376 break;
1379 stateblock_init_contained_states(stateblock);
1380 wined3d_stateblock_capture(stateblock);
1382 return WINED3D_OK;
1385 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1386 enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1388 struct wined3d_stateblock *object;
1389 HRESULT hr;
1391 TRACE("device %p, type %#x, stateblock %p.\n",
1392 device, type, stateblock);
1394 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1395 if (!object)
1396 return E_OUTOFMEMORY;
1398 hr = stateblock_init(object, device, type);
1399 if (FAILED(hr))
1401 WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1402 HeapFree(GetProcessHeap(), 0, object);
1403 return hr;
1406 TRACE("Created stateblock %p.\n", object);
1407 *stateblock = object;
1409 return WINED3D_OK;