wined3d: Replace memset/memcpy routines on stateblock (fixes dynamic shader constants...
[wine/multimedia.git] / dlls / wined3d / stateblock.c
blob85697f4a839e68a01b4f83b1a691f9b49dd5bd4a
1 /*
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
23 #include "config.h"
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
58 return WINED3D_OK;
61 /** Copy all members of one stateblock to another */
62 void stateblock_savedstates_copy(
63 IWineD3DStateBlock* iface,
64 SAVEDSTATES* dest,
65 SAVEDSTATES* source) {
67 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
68 unsigned bsize = sizeof(BOOL);
70 /* Single values */
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,
101 SAVEDSTATES* states,
102 BOOL value) {
104 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
105 unsigned bsize = sizeof(BOOL);
107 /* Single values */
108 states->indices = value;
109 states->material = value;
110 states->fvf = 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;
151 /* Saved states */
152 stateblock_savedstates_copy(source, &Dest->set, &This->set);
153 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
155 /* Single items */
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);
206 *ppobj = This;
207 return S_OK;
209 *ppobj = NULL;
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);
218 return refCount;
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);
227 if (!refCount) {
228 /* type 0 represents the primary stateblock, so free all the resources */
229 if (This->blockType == WINED3DSBT_INIT) {
230 int counter;
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);
278 return refCount;
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;
288 return WINED3D_OK;
291 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
293 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
295 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
296 IWineD3DDevice_AddRef(*ppDevice);
297 return WINED3D_OK;
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);*/
323 } else {
324 unsigned int i, j;
326 PLIGHTINFOEL *src;
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 */
386 src = This->lights;
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 */
397 if (src->changed) {
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;
413 src = src->next;
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,
508 &This->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,
515 &This->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],
543 &This->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));
552 /* Render */
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];
561 /* Texture states */
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];
573 /* Samplers */
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);
593 return WINED3D_OK;
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*/
604 UINT i;
605 UINT j;
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) {
616 if (toDo->changed)
617 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
618 if (toDo->enabledChanged)
619 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
620 toDo = toDo->next;
623 /* Vertex Shader */
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) {
647 /* Pixel Shader */
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]) {
704 float clip[4];
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);
714 /* Render */
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]);
720 /* Texture states */
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;
732 /* Samplers */
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]];
788 } else {
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);
794 return WINED3D_OK;
797 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
798 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
799 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
800 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
801 union {
802 D3DLINEPATTERN lp;
803 DWORD d;
804 } lp;
805 union {
806 float f;
807 DWORD d;
808 } tmpfloat;
809 unsigned int i;
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");
826 /* Render states: */
827 if (ThisDevice->depthStencilBuffer != NULL) {
828 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_TRUE);
829 } else {
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);
853 tmpfloat.f = 0.0f;
854 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
855 tmpfloat.f = 1.0f;
856 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
857 tmpfloat.f = 1.0f;
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);
900 tmpfloat.f = 1.0f;
901 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
902 tmpfloat.f = 1.0f;
903 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
904 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
905 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
906 tmpfloat.f = 1.0f;
907 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
908 tmpfloat.f = 0.0f;
909 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
910 tmpfloat.f = 0.0f;
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);
915 tmpfloat.f = 1.0f;
916 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
917 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
918 tmpfloat.f = 64.0f;
919 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
920 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
921 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
922 tmpfloat.f = 0.0f;
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);
930 tmpfloat.f = 1.0f;
931 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
932 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
933 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
934 tmpfloat.f = 0.0f;
935 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
936 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
937 tmpfloat.f = 1.0f;
938 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
939 tmpfloat.f = 0.0f;
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;
994 /* Sampler states*/
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)) {
1018 ENTER_GL();
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");
1032 } else if (i > 0) {
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);
1051 #endif
1054 LEAVE_GL();
1057 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1058 for (i = 0; i < MAX_PALETTES; ++i) {
1059 int j;
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");
1074 return WINED3D_OK;
1077 /**********************************************************
1078 * IWineD3DStateBlock VTbl follows
1079 **********************************************************/
1081 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1083 /* IUnknown */
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