2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
29 /***************************************
30 * Stateblock helper functions follow
31 **************************************/
33 /** Allocates the correct amount of space for pixel and vertex shader constants,
34 * along with their set/changed flags on the given stateblock object
36 HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
) {
38 IWineD3DStateBlockImpl
*This
= object
;
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
42 /* Allocate space for floating point constants */
43 object
->pixelShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
44 WINED3D_MEMCHECK(object
->pixelShaderConstantF
);
45 object
->set
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(pshader_constantsF
) );
46 WINED3D_MEMCHECK(object
->set
.pixelShaderConstantsF
);
47 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(pshader_constantsF
));
48 WINED3D_MEMCHECK(object
->changed
.pixelShaderConstantsF
);
49 object
->vertexShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
50 WINED3D_MEMCHECK(object
->vertexShaderConstantF
);
51 object
->set
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(vshader_constantsF
));
52 WINED3D_MEMCHECK(object
->set
.vertexShaderConstantsF
);
53 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(vshader_constantsF
));
54 WINED3D_MEMCHECK(object
->changed
.vertexShaderConstantsF
);
56 #undef WINED3D_MEMCHECK
61 /** Copy all members of one stateblock to another */
62 void stateblock_savedstates_copy(
63 IWineD3DStateBlock
* iface
,
65 SAVEDSTATES
* source
) {
67 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
68 unsigned bsize
= sizeof(BOOL
);
71 dest
->indices
= source
->indices
;
72 dest
->material
= source
->material
;
73 dest
->fvf
= source
->fvf
;
74 dest
->viewport
= source
->viewport
;
75 dest
->vertexDecl
= source
->vertexDecl
;
76 dest
->pixelShader
= source
->pixelShader
;
77 dest
->vertexShader
= source
->vertexShader
;
79 /* Fixed size arrays */
80 memcpy(dest
->streamSource
, source
->streamSource
, bsize
* MAX_STREAMS
);
81 memcpy(dest
->streamFreq
, source
->streamFreq
, bsize
* MAX_STREAMS
);
82 memcpy(dest
->textures
, source
->textures
, bsize
* MAX_SAMPLERS
);
83 memcpy(dest
->transform
, source
->transform
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
84 memcpy(dest
->renderState
, source
->renderState
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
85 memcpy(dest
->textureState
, source
->textureState
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
86 memcpy(dest
->samplerState
, source
->samplerState
, bsize
* MAX_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
87 memcpy(dest
->clipplane
, source
->clipplane
, bsize
* MAX_CLIPPLANES
);
88 memcpy(dest
->pixelShaderConstantsB
, source
->pixelShaderConstantsB
, bsize
* MAX_CONST_B
);
89 memcpy(dest
->pixelShaderConstantsI
, source
->pixelShaderConstantsI
, bsize
* MAX_CONST_I
);
90 memcpy(dest
->vertexShaderConstantsB
, source
->vertexShaderConstantsB
, bsize
* MAX_CONST_B
);
91 memcpy(dest
->vertexShaderConstantsI
, source
->vertexShaderConstantsI
, bsize
* MAX_CONST_I
);
93 /* Dynamically sized arrays */
94 memcpy(dest
->pixelShaderConstantsF
, source
->pixelShaderConstantsF
, bsize
* GL_LIMITS(pshader_constantsF
));
95 memcpy(dest
->vertexShaderConstantsF
, source
->vertexShaderConstantsF
, bsize
* GL_LIMITS(vshader_constantsF
));
98 /** Set all members of a stateblock savedstate to the given value */
99 void stateblock_savedstates_set(
100 IWineD3DStateBlock
* iface
,
104 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
105 unsigned bsize
= sizeof(BOOL
);
108 states
->indices
= value
;
109 states
->material
= value
;
111 states
->viewport
= value
;
112 states
->vertexDecl
= value
;
113 states
->pixelShader
= value
;
114 states
->vertexShader
= value
;
116 /* Fixed size arrays */
117 memset(states
->streamSource
, value
, bsize
* MAX_STREAMS
);
118 memset(states
->streamFreq
, value
, bsize
* MAX_STREAMS
);
119 memset(states
->textures
, value
, bsize
* MAX_SAMPLERS
);
120 memset(states
->transform
, value
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
121 memset(states
->renderState
, value
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
122 memset(states
->textureState
, value
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
123 memset(states
->samplerState
, value
, bsize
* MAX_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
124 memset(states
->clipplane
, value
, bsize
* MAX_CLIPPLANES
);
125 memset(states
->pixelShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
126 memset(states
->pixelShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
127 memset(states
->vertexShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
128 memset(states
->vertexShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
130 /* Dynamically sized arrays */
131 memset(states
->pixelShaderConstantsF
, value
, bsize
* GL_LIMITS(pshader_constantsF
));
132 memset(states
->vertexShaderConstantsF
, value
, bsize
* GL_LIMITS(vshader_constantsF
));
135 void stateblock_copy(
136 IWineD3DStateBlock
* destination
,
137 IWineD3DStateBlock
* source
) {
139 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)source
;
140 IWineD3DStateBlockImpl
*Dest
= (IWineD3DStateBlockImpl
*)destination
;
142 /* IUnknown fields */
143 Dest
->lpVtbl
= This
->lpVtbl
;
144 Dest
->ref
= This
->ref
;
146 /* IWineD3DStateBlock information */
147 Dest
->parent
= This
->parent
;
148 Dest
->wineD3DDevice
= This
->wineD3DDevice
;
149 Dest
->blockType
= This
->blockType
;
152 stateblock_savedstates_copy(source
, &Dest
->set
, &This
->set
);
153 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
156 Dest
->fvf
= This
->fvf
;
157 Dest
->vertexDecl
= This
->vertexDecl
;
158 Dest
->vertexShader
= This
->vertexShader
;
159 Dest
->streamIsUP
= This
->streamIsUP
;
160 Dest
->pIndexData
= This
->pIndexData
;
161 Dest
->baseVertexIndex
= This
->baseVertexIndex
;
162 Dest
->lights
= This
->lights
;
163 Dest
->clip_status
= This
->clip_status
;
164 Dest
->viewport
= This
->viewport
;
165 Dest
->material
= This
->material
;
166 Dest
->pixelShader
= This
->pixelShader
;
167 Dest
->vertex_blend
= This
->vertex_blend
;
168 Dest
->tween_factor
= This
->tween_factor
;
169 Dest
->shaderPrgId
= This
->shaderPrgId
;
171 /* Fixed size arrays */
172 memcpy(Dest
->vertexShaderConstantB
, This
->vertexShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
173 memcpy(Dest
->vertexShaderConstantI
, This
->vertexShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
174 memcpy(Dest
->pixelShaderConstantB
, This
->pixelShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
175 memcpy(Dest
->pixelShaderConstantI
, This
->pixelShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
177 memcpy(Dest
->streamStride
, This
->streamStride
, sizeof(UINT
) * MAX_STREAMS
);
178 memcpy(Dest
->streamOffset
, This
->streamOffset
, sizeof(UINT
) * MAX_STREAMS
);
179 memcpy(Dest
->streamSource
, This
->streamSource
, sizeof(IWineD3DVertexBuffer
*) * MAX_STREAMS
);
180 memcpy(Dest
->streamFreq
, This
->streamFreq
, sizeof(UINT
) * MAX_STREAMS
);
181 memcpy(Dest
->streamFlags
, This
->streamFlags
, sizeof(UINT
) * MAX_STREAMS
);
182 memcpy(Dest
->transforms
, This
->transforms
, sizeof(D3DMATRIX
) * (HIGHEST_TRANSFORMSTATE
+ 1));
183 memcpy(Dest
->clipplane
, This
->clipplane
, sizeof(double) * MAX_CLIPPLANES
* 4);
184 memcpy(Dest
->renderState
, This
->renderState
, sizeof(DWORD
) * (WINEHIGHEST_RENDER_STATE
+ 1));
185 memcpy(Dest
->textures
, This
->textures
, sizeof(IWineD3DBaseTexture
*) * MAX_SAMPLERS
);
186 memcpy(Dest
->textureDimensions
, This
->textureDimensions
, sizeof(int) * MAX_SAMPLERS
);
187 memcpy(Dest
->textureState
, This
->textureState
, sizeof(DWORD
) * MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
188 memcpy(Dest
->samplerState
, This
->samplerState
, sizeof(DWORD
) * MAX_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
190 /* Dynamically sized arrays */
191 memcpy(Dest
->vertexShaderConstantF
, This
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
192 memcpy(Dest
->pixelShaderConstantF
, This
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
195 /**********************************************************
196 * IWineD3DStateBlockImpl IUnknown parts follows
197 **********************************************************/
198 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
200 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
201 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
202 if (IsEqualGUID(riid
, &IID_IUnknown
)
203 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
204 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
)){
205 IUnknown_AddRef(iface
);
210 return E_NOINTERFACE
;
213 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
214 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
215 ULONG refCount
= InterlockedIncrement(&This
->ref
);
217 TRACE("(%p) : AddRef increasing from %ld\n", This
, refCount
- 1);
221 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
222 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
223 ULONG refCount
= InterlockedDecrement(&This
->ref
);
225 TRACE("(%p) : Releasing from %ld\n", This
, refCount
+ 1);
228 /* type 0 represents the primary stateblock, so free all the resources */
229 if (This
->blockType
== WINED3DSBT_INIT
) {
231 FIXME("Releasing primary stateblock\n");
232 /* Free any streams still bound */
233 for (counter
= 0 ; counter
< MAX_STREAMS
; counter
++) {
234 if (This
->streamSource
[counter
] != NULL
) {
235 IWineD3DVertexBuffer_Release(This
->streamSource
[counter
]);
236 This
->streamSource
[counter
] = NULL
;
240 /* free any index data */
241 if (This
->pIndexData
) {
242 IWineD3DIndexBuffer_Release(This
->pIndexData
);
243 This
->pIndexData
= NULL
;
246 if (NULL
!= This
->pixelShader
) {
247 IWineD3DPixelShader_Release(This
->pixelShader
);
250 if (NULL
!= This
->vertexShader
) {
251 IWineD3DVertexShader_Release(This
->vertexShader
);
254 if (NULL
!= This
->vertexDecl
) {
255 IWineD3DVertexDeclaration_Release(This
->vertexDecl
);
258 HeapFree(GetProcessHeap(), 0, This
->vertexShaderConstantF
);
259 HeapFree(GetProcessHeap(), 0, This
->set
.vertexShaderConstantsF
);
260 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
261 HeapFree(GetProcessHeap(), 0, This
->pixelShaderConstantF
);
262 HeapFree(GetProcessHeap(), 0, This
->set
.pixelShaderConstantsF
);
263 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
265 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
266 for (counter
= 0; counter
< GL_LIMITS(sampler_stages
); counter
++) {
267 if (This
->textures
[counter
]) {
268 /* release our 'internal' hold on the texture */
269 if(0 != IWineD3DBaseTexture_Release(This
->textures
[counter
])) {
270 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter
, This
->textures
[counter
]);
276 HeapFree(GetProcessHeap(), 0, This
);
281 /**********************************************************
282 * IWineD3DStateBlockImpl parts follows
283 **********************************************************/
284 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
285 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
286 IUnknown_AddRef(This
->parent
);
287 *pParent
= This
->parent
;
291 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
293 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
295 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
296 IWineD3DDevice_AddRef(*ppDevice
);
301 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
303 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
304 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
306 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
308 /* If not recorded, then update can just recapture */
309 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
310 IWineD3DStateBlockImpl
* tmpBlock
;
311 PLIGHTINFOEL
*tmp
= This
->lights
;
313 IWineD3DDevice_CreateStateBlock((IWineD3DDevice
*)This
->wineD3DDevice
, This
->blockType
, (IWineD3DStateBlock
**) &tmpBlock
, NULL
/*parent*/);
315 /* Note just swap the light chains over so when deleting, the old one goes */
316 memcpy(This
, tmpBlock
, sizeof(IWineD3DStateBlockImpl
));
317 tmpBlock
->lights
= tmp
;
319 /* Delete the temporary one (which points to the old light chain though */
320 IWineD3DStateBlock_Release((IWineD3DStateBlock
*)tmpBlock
);
321 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
328 /* Recorded => Only update 'changed' values */
329 if (This
->vertexShader
!= targetStateBlock
->vertexShader
) {
330 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
332 if (targetStateBlock
->vertexShader
) {
333 IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
335 if (This
->vertexShader
) {
336 IWineD3DVertexShader_Release(This
->vertexShader
);
339 This
->vertexShader
= targetStateBlock
->vertexShader
;
342 /* Vertex Shader Float Constants */
343 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
344 if (This
->set
.vertexShaderConstantsF
[i
]) {
345 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
346 targetStateBlock
->vertexShaderConstantF
[i
* 4],
347 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1],
348 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2],
349 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3]);
351 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
352 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
353 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
354 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
358 /* Vertex Shader Integer Constants */
359 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
360 if (This
->set
.vertexShaderConstantsI
[i
]) {
361 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
362 targetStateBlock
->vertexShaderConstantI
[i
* 4],
363 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1],
364 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2],
365 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3]);
367 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
368 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
369 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
370 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
374 /* Vertex Shader Boolean Constants */
375 for (i
= 0; i
< MAX_CONST_B
; ++i
) {
376 if (This
->set
.vertexShaderConstantsB
[i
]) {
377 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
378 targetStateBlock
->vertexShaderConstantB
[i
]? "TRUE":"FALSE");
380 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
384 /* Lights... For a recorded state block, we just had a chain of actions to perform,
385 so we need to walk that chain and update any actions which differ */
387 while (src
!= NULL
) {
388 PLIGHTINFOEL
*realLight
= NULL
;
390 /* Locate the light in the live lights */
391 realLight
= targetStateBlock
->lights
;
392 while (realLight
!= NULL
&& realLight
->OriginalIndex
!= src
->OriginalIndex
) realLight
= realLight
->next
;
394 /* If 'changed' then its a SetLight command. Rather than comparing to see
395 if the OriginalParms have changed and then copy them (twice through
396 memory) just do the copy */
399 /* If the light exists, copy its parameters, otherwise copy the default parameters */
400 const WINED3DLIGHT
* params
= realLight
? &realLight
->OriginalParms
: &WINED3D_default_light
;
401 TRACE("Updating lights for light %ld\n", src
->OriginalIndex
);
402 memcpy(&src
->OriginalParms
, params
, sizeof(*params
));
405 /* If 'enabledchanged' then its a LightEnable command */
406 if (src
->enabledChanged
) {
408 /* If the light exists, check if it's enabled, otherwise default is disabled state */
409 TRACE("Updating lightEnabled for light %ld\n", src
->OriginalIndex
);
410 src
->lightEnabled
= realLight
? realLight
->lightEnabled
: FALSE
;
416 /* Recorded => Only update 'changed' values */
417 if (This
->pixelShader
!= targetStateBlock
->pixelShader
) {
418 TRACE("Updating pixel shader from %p to %p\n", This
->pixelShader
, targetStateBlock
->pixelShader
);
420 if (targetStateBlock
->pixelShader
) {
421 IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
423 if (This
->pixelShader
) {
424 IWineD3DPixelShader_Release(This
->pixelShader
);
427 This
->pixelShader
= targetStateBlock
->pixelShader
;
430 /* Pixel Shader Float Constants */
431 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
432 if (This
->set
.pixelShaderConstantsF
[i
]) {
433 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
434 targetStateBlock
->pixelShaderConstantF
[i
* 4],
435 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1],
436 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2],
437 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3]);
439 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
440 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
441 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
442 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
446 /* Pixel Shader Integer Constants */
447 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
448 if (This
->set
.pixelShaderConstantsI
[i
]) {
449 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
450 targetStateBlock
->pixelShaderConstantI
[i
* 4],
451 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1],
452 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2],
453 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3]);
455 This
->pixelShaderConstantI
[i
* 4] = targetStateBlock
->pixelShaderConstantI
[i
* 4];
456 This
->pixelShaderConstantI
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1];
457 This
->pixelShaderConstantI
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2];
458 This
->pixelShaderConstantI
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3];
462 /* Pixel Shader Boolean Constants */
463 for (i
= 0; i
< MAX_CONST_B
; ++i
) {
464 if (This
->set
.pixelShaderConstantsB
[i
]) {
465 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
466 targetStateBlock
->pixelShaderConstantB
[i
]? "TRUE":"FALSE");
468 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
472 /* Others + Render & Texture */
473 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
474 if (This
->set
.transform
[i
] && memcmp(&targetStateBlock
->transforms
[i
],
475 &This
->transforms
[i
],
476 sizeof(D3DMATRIX
)) != 0) {
477 TRACE("Updating transform %d\n", i
);
478 memcpy(&This
->transforms
[i
], &targetStateBlock
->transforms
[i
], sizeof(D3DMATRIX
));
482 if (This
->set
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
483 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
484 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
485 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
486 This
->pIndexData
= targetStateBlock
->pIndexData
;
487 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
490 if(This
->set
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
491 TRACE("Updating vertex declaration from %p to %p\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
493 if (targetStateBlock
->vertexDecl
) {
494 IWineD3DVertexDeclaration_AddRef(targetStateBlock
->vertexDecl
);
496 if (This
->vertexDecl
) {
497 IWineD3DVertexDeclaration_Release(This
->vertexDecl
);
500 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
503 if(This
->set
.fvf
&& This
->fvf
!= targetStateBlock
->fvf
){
504 This
->fvf
= targetStateBlock
->fvf
;
507 if (This
->set
.material
&& memcmp(&targetStateBlock
->material
,
509 sizeof(D3DMATERIAL9
)) != 0) {
510 TRACE("Updating material\n");
511 memcpy(&This
->material
, &targetStateBlock
->material
, sizeof(D3DMATERIAL9
));
514 if (This
->set
.viewport
&& memcmp(&targetStateBlock
->viewport
,
516 sizeof(D3DVIEWPORT9
)) != 0) {
517 TRACE("Updating viewport\n");
518 memcpy(&This
->viewport
, &targetStateBlock
->viewport
, sizeof(D3DVIEWPORT9
));
521 for (i
= 0; i
< MAX_STREAMS
; i
++) {
522 if (This
->set
.streamSource
[i
] &&
523 ((This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]) ||
524 (This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
]))) {
525 TRACE("Updating stream source %d to %p, stride to %d\n", i
, targetStateBlock
->streamSource
[i
],
526 targetStateBlock
->streamStride
[i
]);
527 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
528 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
531 if (This
->set
.streamFreq
[i
] &&
532 (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
533 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])){
534 TRACE("Updating stream frequency %d to %d flags to %d\n", i
, targetStateBlock
->streamFreq
[i
] ,
535 targetStateBlock
->streamFlags
[i
]);
536 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
537 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
541 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
542 if (This
->set
.clipplane
[i
] && memcmp(&targetStateBlock
->clipplane
[i
],
544 sizeof(This
->clipplane
)) != 0) {
546 TRACE("Updating clipplane %d\n", i
);
547 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
548 sizeof(This
->clipplane
));
553 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
555 if (This
->set
.renderState
[i
] && (This
->renderState
[i
] != targetStateBlock
->renderState
[i
])) {
556 TRACE("Updating renderState %d to %ld\n", i
, targetStateBlock
->renderState
[i
]);
557 This
->renderState
[i
] = targetStateBlock
->renderState
[i
];
562 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
563 /* TODO: move over to using memcpy */
564 for (i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
565 if (This
->set
.textureState
[j
][i
]) {
566 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j
,i
, targetStateBlock
->textureState
[j
][i
],
567 This
->textureState
[j
][i
]);
568 This
->textureState
[j
][i
] = targetStateBlock
->textureState
[j
][i
];
574 /* TODO: move over to using memcpy */
575 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
576 if (This
->set
.textures
[j
]) {
577 TRACE("Updating texture %d to %p (was %p)\n", j
, targetStateBlock
->textures
[j
], This
->textures
[j
]);
578 This
->textures
[j
] = targetStateBlock
->textures
[j
];
580 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; i
++){ /* States are 1 based */
581 if (This
->set
.samplerState
[j
][i
]) {
582 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
583 j
, i
, targetStateBlock
->samplerState
[j
][i
],
584 This
->samplerState
[j
][i
]);
585 This
->samplerState
[j
][i
] = targetStateBlock
->samplerState
[j
][i
];
591 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
596 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
597 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
598 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
600 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
601 should really perform a delta so that only the changes get updated*/
607 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
609 /* FIXME: Only apply applicable states not all states */
611 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This
->blockType
== WINED3DSBT_INIT
|| This
->blockType
== WINED3DSBT_ALL
|| This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
614 PLIGHTINFOEL
*toDo
= This
->lights
;
615 while (toDo
!= NULL
) {
617 IWineD3DDevice_SetLight(pDevice
, toDo
->OriginalIndex
, &toDo
->OriginalParms
);
618 if (toDo
->enabledChanged
)
619 IWineD3DDevice_SetLightEnable(pDevice
, toDo
->OriginalIndex
, toDo
->lightEnabled
);
624 if (This
->set
.vertexShader
&& This
->changed
.vertexShader
) {
625 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
628 /* Vertex Shader Constants */
629 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
630 if (This
->set
.vertexShaderConstantsF
[i
] && This
->changed
.vertexShaderConstantsF
[i
])
631 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
, This
->vertexShaderConstantF
+ i
* 4, 1);
634 for (i
= 0; i
< MAX_CONST_I
; i
++) {
635 if (This
->set
.vertexShaderConstantsI
[i
] && This
->changed
.vertexShaderConstantsI
[i
])
636 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
, This
->vertexShaderConstantI
+ i
* 4, 1);
639 for (i
= 0; i
< MAX_CONST_B
; i
++) {
640 if (This
->set
.vertexShaderConstantsB
[i
] && This
->changed
.vertexShaderConstantsB
[i
])
641 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
, This
->vertexShaderConstantB
+ i
, 1);
645 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== D3DSBT_ALL
|| This
->blockType
== D3DSBT_PIXELSTATE
) {
648 if (This
->set
.pixelShader
&& This
->changed
.pixelShader
) {
649 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
652 /* Pixel Shader Constants */
653 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
654 if (This
->set
.pixelShaderConstantsF
[i
] && This
->changed
.pixelShaderConstantsF
[i
])
655 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
, This
->pixelShaderConstantF
+ i
* 4, 1);
658 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
659 if (This
->set
.pixelShaderConstantsI
[i
] && This
->changed
.pixelShaderConstantsI
[i
])
660 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
, This
->pixelShaderConstantI
+ i
* 4, 1);
663 for (i
= 0; i
< MAX_CONST_B
; ++i
) {
664 if (This
->set
.pixelShaderConstantsB
[i
] && This
->changed
.pixelShaderConstantsB
[i
])
665 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
, This
->pixelShaderConstantB
+ i
, 1);
669 if (This
->set
.fvf
&& This
->changed
.fvf
) {
670 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
673 if (This
->set
.vertexDecl
&& This
->changed
.vertexDecl
) {
674 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
677 /* Others + Render & Texture */
678 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== WINED3DSBT_ALL
|| This
->blockType
== WINED3DSBT_INIT
) {
679 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
680 if (This
->set
.transform
[i
] && This
->changed
.transform
[i
])
681 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
684 if (This
->set
.indices
&& This
->changed
.indices
)
685 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
, This
->baseVertexIndex
);
687 if (This
->set
.material
&& This
->changed
.material
)
688 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
690 if (This
->set
.viewport
&& This
->changed
.viewport
)
691 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
693 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
694 for (i
=0; i
<MAX_STREAMS
; i
++) {
695 if (This
->set
.streamSource
[i
] && This
->changed
.streamSource
[i
])
696 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
698 if (This
->set
.streamFreq
[i
] && This
->changed
.streamFreq
[i
])
699 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
702 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
703 if (This
->set
.clipplane
[i
] && This
->changed
.clipplane
[i
]) {
706 clip
[0] = This
->clipplane
[i
][0];
707 clip
[1] = This
->clipplane
[i
][1];
708 clip
[2] = This
->clipplane
[i
][2];
709 clip
[3] = This
->clipplane
[i
][3];
710 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
715 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
716 if (This
->set
.renderState
[i
] && This
->changed
.renderState
[i
])
717 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
721 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) { /* Set The texture first, just in case it resets the states? */
722 /* TODO: move over to memcpy */
723 for (i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
724 if (This
->set
.textureState
[j
][i
] && This
->changed
.textureState
[j
][i
]) { /* tb_dx9_10 failes without this test */
725 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][i
] = This
->textureState
[j
][i
];
726 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->set
.textureState
[j
][i
] = TRUE
;
727 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[j
][i
] = TRUE
;
733 /* TODO: move over to memcpy */
734 for (j
= 0 ; j
< GL_LIMITS(sampler_stages
); j
++){
735 if (This
->set
.textures
[j
] && This
->changed
.textures
[j
]) {
736 IWineD3DDevice_SetTexture(pDevice
, j
, This
->textures
[j
]);
738 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; i
++){
739 if (This
->set
.samplerState
[j
][i
] && This
->changed
.samplerState
[j
][i
]) {
740 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][i
] = This
->samplerState
[j
][i
];
741 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->set
.samplerState
[j
][i
] = TRUE
;
742 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[j
][i
] = TRUE
;
748 } else if (This
->blockType
== WINED3DSBT_PIXELSTATE
) {
750 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
751 if (This
->set
.renderState
[SavedPixelStates_R
[i
]] && This
->changed
.renderState
[SavedPixelStates_R
[i
]])
752 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
756 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
757 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
758 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][SavedPixelStates_T
[i
]] = This
->textureState
[j
][SavedPixelStates_T
[i
]];
762 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
763 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
764 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]] = This
->samplerState
[j
][SavedPixelStates_S
[i
]];
768 } else if (This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
770 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
771 if ( This
->set
.renderState
[SavedVertexStates_R
[i
]] && This
->changed
.renderState
[SavedVertexStates_R
[i
]])
772 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
775 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
776 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
777 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][SavedVertexStates_T
[i
]] = This
->textureState
[j
][SavedVertexStates_T
[i
]];
781 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
782 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
783 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]] = This
->samplerState
[j
][SavedVertexStates_S
[i
]];
789 FIXME("Unrecognized state block type %d\n", This
->blockType
);
791 stateblock_savedstates_copy(iface
, &((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
, &This
->changed
);
792 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
797 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
798 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
799 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
800 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
811 /* Note this may have a large overhead but it should only be executed
812 once, in order to initialize the complete state of the device and
813 all opengl equivalents */
814 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, This
->wineD3DDevice
);
815 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
816 This
->blockType
= WINED3DSBT_INIT
;
818 /* Set some of the defaults for lights, transforms etc */
819 memcpy(&This
->transforms
[D3DTS_PROJECTION
], &identity
, sizeof(identity
));
820 memcpy(&This
->transforms
[D3DTS_VIEW
], &identity
, sizeof(identity
));
821 for (i
= 0; i
< 256; ++i
) {
822 memcpy(&This
->transforms
[D3DTS_WORLDMATRIX(i
)], &identity
, sizeof(identity
));
825 TRACE("Render states\n");
827 if (ThisDevice
->depthStencilBuffer
!= NULL
) {
828 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_TRUE
);
830 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_FALSE
);
832 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, D3DFILL_SOLID
);
833 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, D3DSHADE_GOURAUD
);
834 lp
.lp
.wRepeatFactor
= 0;
835 lp
.lp
.wLinePattern
= 0;
836 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
837 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
838 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
839 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
840 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, D3DBLEND_ONE
);
841 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, D3DBLEND_ZERO
);
842 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, D3DCULL_CCW
);
843 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, D3DCMP_LESSEQUAL
);
844 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, D3DCMP_ALWAYS
);
845 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0);
846 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
847 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
848 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
849 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
850 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
851 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
852 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, D3DFOG_NONE
);
854 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
856 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
858 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
859 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
860 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
861 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
862 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
863 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, D3DSTENCILOP_KEEP
);
864 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, D3DSTENCILOP_KEEP
);
865 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, D3DSTENCILOP_KEEP
);
867 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
868 * so only a single call performed (and ensure defaults initialized before making that call)
870 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
871 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
873 This
->renderState
[WINED3DRS_STENCILREF
] = 0;
874 This
->renderState
[WINED3DRS_STENCILMASK
] = 0xFFFFFFFF;
875 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, D3DCMP_ALWAYS
);
876 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
877 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
878 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
879 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
880 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
881 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
882 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
883 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
884 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
885 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
886 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
887 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
888 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
889 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, D3DFOG_NONE
);
890 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
891 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
892 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
893 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, D3DMCS_COLOR1
);
894 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, D3DMCS_COLOR2
);
895 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, D3DMCS_MATERIAL
);
896 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, D3DMCS_MATERIAL
);
897 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, D3DVBF_DISABLE
);
898 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
899 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
901 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
903 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
904 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
905 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
907 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
909 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
911 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, tmpfloat
.d
);
912 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
913 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
914 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, D3DPATCHEDGE_DISCRETE
);
916 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
917 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
919 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
920 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
921 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
923 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
924 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, D3DBLENDOP_ADD
);
925 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
926 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
927 /* states new in d3d9 */
928 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
929 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
931 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
932 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
933 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
935 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
936 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
938 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
940 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
941 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
942 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
943 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, D3DSTENCILOP_KEEP
);
944 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, D3DSTENCILOP_KEEP
);
945 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, D3DSTENCILOP_KEEP
);
946 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, D3DCMP_ALWAYS
);
947 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
948 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
949 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
950 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
951 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
952 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
953 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
954 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
955 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
956 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
957 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
958 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
959 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
960 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
961 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
962 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, D3DBLEND_ONE
);
963 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, D3DBLEND_ZERO
);
964 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, D3DBLENDOP_ADD
);
966 /* clipping status */
967 This
->clip_status
.ClipUnion
= 0;
968 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
970 /* Texture Stage States - Put directly into state block, we will call function below */
971 for (i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
972 TRACE("Setting up default texture states for texture Stage %d\n", i
);
973 memcpy(&This
->transforms
[D3DTS_TEXTURE0
+ i
], &identity
, sizeof(identity
));
974 This
->textureState
[i
][D3DTSS_COLOROP
] = (i
==0)? D3DTOP_MODULATE
: D3DTOP_DISABLE
;
975 This
->textureState
[i
][D3DTSS_COLORARG1
] = D3DTA_TEXTURE
;
976 This
->textureState
[i
][D3DTSS_COLORARG2
] = D3DTA_CURRENT
;
977 This
->textureState
[i
][D3DTSS_ALPHAOP
] = (i
==0)? D3DTOP_SELECTARG1
: D3DTOP_DISABLE
;
978 This
->textureState
[i
][D3DTSS_ALPHAARG1
] = D3DTA_TEXTURE
;
979 This
->textureState
[i
][D3DTSS_ALPHAARG2
] = D3DTA_CURRENT
;
980 This
->textureState
[i
][D3DTSS_BUMPENVMAT00
] = (DWORD
) 0.0;
981 This
->textureState
[i
][D3DTSS_BUMPENVMAT01
] = (DWORD
) 0.0;
982 This
->textureState
[i
][D3DTSS_BUMPENVMAT10
] = (DWORD
) 0.0;
983 This
->textureState
[i
][D3DTSS_BUMPENVMAT11
] = (DWORD
) 0.0;
984 This
->textureState
[i
][D3DTSS_TEXCOORDINDEX
] = i
;
985 This
->textureState
[i
][D3DTSS_BUMPENVLSCALE
] = (DWORD
) 0.0;
986 This
->textureState
[i
][D3DTSS_BUMPENVLOFFSET
] = (DWORD
) 0.0;
987 This
->textureState
[i
][D3DTSS_TEXTURETRANSFORMFLAGS
] = D3DTTFF_DISABLE
;
988 This
->textureState
[i
][D3DTSS_ADDRESSW
] = D3DTADDRESS_WRAP
;
989 This
->textureState
[i
][D3DTSS_COLORARG0
] = D3DTA_CURRENT
;
990 This
->textureState
[i
][D3DTSS_ALPHAARG0
] = D3DTA_CURRENT
;
991 This
->textureState
[i
][D3DTSS_RESULTARG
] = D3DTA_CURRENT
;
995 for (i
= 0 ; i
< GL_LIMITS(sampler_stages
); i
++) {
996 TRACE("Setting up default samplers states for sampler %d\n", i
);
997 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = D3DTADDRESS_WRAP
;
998 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = D3DTADDRESS_WRAP
;
999 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = D3DTADDRESS_WRAP
;
1000 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
1001 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1002 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1003 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1004 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1005 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1006 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1007 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0; /* TODO: Gamma correction value*/
1008 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
1009 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 256; /* TODO: Vertex offset in the presampled displacement map */
1012 /* Under DirectX you can have texture stage operations even if no texture is
1013 bound, whereas opengl will only do texture operations when a valid texture is
1014 bound. We emulate this by creating dummy textures and binding them to each
1015 texture stage, but disable all stages by default. Hence if a stage is enabled
1016 then the default texture will kick in until replaced by a SetTexture call */
1017 if (!GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
1020 for (i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
1021 GLubyte white
= 255;
1023 /* Note this avoids calling settexture, so pretend it has been called */
1024 This
->set
.textures
[i
] = TRUE
;
1025 This
->changed
.textures
[i
] = TRUE
;
1026 This
->textures
[i
] = NULL
;
1028 /* Make appropriate texture active */
1029 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
1030 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1031 checkGLcall("glActiveTextureARB");
1033 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1036 /* Generate an opengl texture name */
1037 glGenTextures(1, &ThisDevice
->dummyTextureName
[i
]);
1038 checkGLcall("glGenTextures");
1039 TRACE("Dummy Texture %d given name %d\n", i
, ThisDevice
->dummyTextureName
[i
]);
1041 /* Generate a dummy 1d texture */
1042 This
->textureDimensions
[i
] = GL_TEXTURE_1D
;
1043 glBindTexture(GL_TEXTURE_1D
, ThisDevice
->dummyTextureName
[i
]);
1044 checkGLcall("glBindTexture");
1046 glTexImage1D(GL_TEXTURE_1D
, 0, GL_LUMINANCE
, 1, 0, GL_LUMINANCE
, GL_UNSIGNED_BYTE
, &white
);
1047 checkGLcall("glTexImage1D");
1048 #if 1 /* TODO: move the setting texture states off to basetexture */
1049 /* Reapply all the texture state information to this texture */
1050 IWineD3DDevice_SetupTextureStates(device
, i
, i
, REAPPLY_ALL
);
1057 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1058 for (i
= 0; i
< MAX_PALETTES
; ++i
) {
1060 for (j
= 0; j
< 256; ++j
) {
1061 This
->wineD3DDevice
->palettes
[i
][j
].peRed
= 0xFF;
1062 This
->wineD3DDevice
->palettes
[i
][j
].peGreen
= 0xFF;
1063 This
->wineD3DDevice
->palettes
[i
][j
].peBlue
= 0xFF;
1064 This
->wineD3DDevice
->palettes
[i
][j
].peFlags
= 0xFF;
1067 This
->wineD3DDevice
->currentPalette
= 0;
1069 /* Set default GLSL program ID to 0. We won't actually create one
1070 * until the app sets a vertex or pixel shader */
1071 This
->shaderPrgId
= 0;
1073 TRACE("-----------------------> Device defaults now set up...\n");
1077 /**********************************************************
1078 * IWineD3DStateBlock VTbl follows
1079 **********************************************************/
1081 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1084 IWineD3DStateBlockImpl_QueryInterface
,
1085 IWineD3DStateBlockImpl_AddRef
,
1086 IWineD3DStateBlockImpl_Release
,
1087 /* IWineD3DStateBlock */
1088 IWineD3DStateBlockImpl_GetParent
,
1089 IWineD3DStateBlockImpl_GetDevice
,
1090 IWineD3DStateBlockImpl_Capture
,
1091 IWineD3DStateBlockImpl_Apply
,
1092 IWineD3DStateBlockImpl_InitStartupStateBlock