2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
30 static const DWORD pixel_states_render
[] =
32 WINED3D_RS_ALPHABLENDENABLE
,
35 WINED3D_RS_ALPHATESTENABLE
,
36 WINED3D_RS_ANTIALIASEDLINEENABLE
,
37 WINED3D_RS_BLENDFACTOR
,
39 WINED3D_RS_BLENDOPALPHA
,
40 WINED3D_RS_CCW_STENCILFAIL
,
41 WINED3D_RS_CCW_STENCILPASS
,
42 WINED3D_RS_CCW_STENCILZFAIL
,
43 WINED3D_RS_COLORWRITEENABLE
,
44 WINED3D_RS_COLORWRITEENABLE1
,
45 WINED3D_RS_COLORWRITEENABLE2
,
46 WINED3D_RS_COLORWRITEENABLE3
,
49 WINED3D_RS_DESTBLENDALPHA
,
50 WINED3D_RS_DITHERENABLE
,
52 WINED3D_RS_FOGDENSITY
,
56 WINED3D_RS_SCISSORTESTENABLE
,
57 WINED3D_RS_SEPARATEALPHABLENDENABLE
,
59 WINED3D_RS_SLOPESCALEDEPTHBIAS
,
61 WINED3D_RS_SRCBLENDALPHA
,
62 WINED3D_RS_SRGBWRITEENABLE
,
63 WINED3D_RS_STENCILENABLE
,
64 WINED3D_RS_STENCILFAIL
,
65 WINED3D_RS_STENCILFUNC
,
66 WINED3D_RS_STENCILMASK
,
67 WINED3D_RS_STENCILPASS
,
68 WINED3D_RS_STENCILREF
,
69 WINED3D_RS_STENCILWRITEMASK
,
70 WINED3D_RS_STENCILZFAIL
,
71 WINED3D_RS_TEXTUREFACTOR
,
72 WINED3D_RS_TWOSIDEDSTENCILMODE
,
91 WINED3D_RS_ZWRITEENABLE
,
94 static const DWORD pixel_states_texture
[] =
96 WINED3D_TSS_ALPHA_ARG0
,
97 WINED3D_TSS_ALPHA_ARG1
,
98 WINED3D_TSS_ALPHA_ARG2
,
100 WINED3D_TSS_BUMPENV_LOFFSET
,
101 WINED3D_TSS_BUMPENV_LSCALE
,
102 WINED3D_TSS_BUMPENV_MAT00
,
103 WINED3D_TSS_BUMPENV_MAT01
,
104 WINED3D_TSS_BUMPENV_MAT10
,
105 WINED3D_TSS_BUMPENV_MAT11
,
106 WINED3D_TSS_COLOR_ARG0
,
107 WINED3D_TSS_COLOR_ARG1
,
108 WINED3D_TSS_COLOR_ARG2
,
109 WINED3D_TSS_COLOR_OP
,
110 WINED3D_TSS_RESULT_ARG
,
111 WINED3D_TSS_TEXCOORD_INDEX
,
112 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
,
115 static const DWORD pixel_states_sampler
[] =
117 WINED3D_SAMP_ADDRESS_U
,
118 WINED3D_SAMP_ADDRESS_V
,
119 WINED3D_SAMP_ADDRESS_W
,
120 WINED3D_SAMP_BORDER_COLOR
,
121 WINED3D_SAMP_MAG_FILTER
,
122 WINED3D_SAMP_MIN_FILTER
,
123 WINED3D_SAMP_MIP_FILTER
,
124 WINED3D_SAMP_MIPMAP_LOD_BIAS
,
125 WINED3D_SAMP_MAX_MIP_LEVEL
,
126 WINED3D_SAMP_MAX_ANISOTROPY
,
127 WINED3D_SAMP_SRGB_TEXTURE
,
128 WINED3D_SAMP_ELEMENT_INDEX
,
131 static const DWORD vertex_states_render
[] =
133 WINED3D_RS_ADAPTIVETESS_W
,
134 WINED3D_RS_ADAPTIVETESS_X
,
135 WINED3D_RS_ADAPTIVETESS_Y
,
136 WINED3D_RS_ADAPTIVETESS_Z
,
138 WINED3D_RS_AMBIENTMATERIALSOURCE
,
140 WINED3D_RS_CLIPPLANEENABLE
,
141 WINED3D_RS_COLORVERTEX
,
143 WINED3D_RS_DIFFUSEMATERIALSOURCE
,
144 WINED3D_RS_EMISSIVEMATERIALSOURCE
,
145 WINED3D_RS_ENABLEADAPTIVETESSELLATION
,
147 WINED3D_RS_FOGDENSITY
,
148 WINED3D_RS_FOGENABLE
,
151 WINED3D_RS_FOGTABLEMODE
,
152 WINED3D_RS_FOGVERTEXMODE
,
153 WINED3D_RS_INDEXEDVERTEXBLENDENABLE
,
155 WINED3D_RS_LOCALVIEWER
,
156 WINED3D_RS_MAXTESSELLATIONLEVEL
,
157 WINED3D_RS_MINTESSELLATIONLEVEL
,
158 WINED3D_RS_MULTISAMPLEANTIALIAS
,
159 WINED3D_RS_MULTISAMPLEMASK
,
160 WINED3D_RS_NORMALDEGREE
,
161 WINED3D_RS_NORMALIZENORMALS
,
162 WINED3D_RS_PATCHEDGESTYLE
,
163 WINED3D_RS_POINTSCALE_A
,
164 WINED3D_RS_POINTSCALE_B
,
165 WINED3D_RS_POINTSCALE_C
,
166 WINED3D_RS_POINTSCALEENABLE
,
167 WINED3D_RS_POINTSIZE
,
168 WINED3D_RS_POINTSIZE_MAX
,
169 WINED3D_RS_POINTSIZE_MIN
,
170 WINED3D_RS_POINTSPRITEENABLE
,
171 WINED3D_RS_POSITIONDEGREE
,
172 WINED3D_RS_RANGEFOGENABLE
,
173 WINED3D_RS_SHADEMODE
,
174 WINED3D_RS_SPECULARENABLE
,
175 WINED3D_RS_SPECULARMATERIALSOURCE
,
176 WINED3D_RS_TWEENFACTOR
,
177 WINED3D_RS_VERTEXBLEND
,
180 static const DWORD vertex_states_texture
[] =
182 WINED3D_TSS_TEXCOORD_INDEX
,
183 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
,
186 static const DWORD vertex_states_sampler
[] =
188 WINED3D_SAMP_DMAP_OFFSET
,
191 /* Allocates the correct amount of space for pixel and vertex shader constants,
192 * along with their set/changed flags on the given stateblock object
194 static HRESULT
stateblock_allocate_shader_constants(struct wined3d_stateblock
*object
)
196 struct wined3d_device
*device
= object
->device
;
198 /* Allocate space for floating point constants */
199 object
->state
.ps_consts_f
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
200 sizeof(float) * device
->d3d_pshader_constantF
* 4);
201 if (!object
->state
.ps_consts_f
) goto fail
;
203 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
204 sizeof(BOOL
) * device
->d3d_pshader_constantF
);
205 if (!object
->changed
.pixelShaderConstantsF
) goto fail
;
207 object
->state
.vs_consts_f
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
208 sizeof(float) * device
->d3d_vshader_constantF
* 4);
209 if (!object
->state
.vs_consts_f
) goto fail
;
211 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
212 sizeof(BOOL
) * device
->d3d_vshader_constantF
);
213 if (!object
->changed
.vertexShaderConstantsF
) goto fail
;
215 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0,
216 sizeof(DWORD
) * device
->d3d_vshader_constantF
);
217 if (!object
->contained_vs_consts_f
) goto fail
;
219 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0,
220 sizeof(DWORD
) * device
->d3d_pshader_constantF
);
221 if (!object
->contained_ps_consts_f
) goto fail
;
226 ERR("Failed to allocate memory\n");
227 HeapFree(GetProcessHeap(), 0, object
->state
.ps_consts_f
);
228 HeapFree(GetProcessHeap(), 0, object
->changed
.pixelShaderConstantsF
);
229 HeapFree(GetProcessHeap(), 0, object
->state
.vs_consts_f
);
230 HeapFree(GetProcessHeap(), 0, object
->changed
.vertexShaderConstantsF
);
231 HeapFree(GetProcessHeap(), 0, object
->contained_vs_consts_f
);
232 HeapFree(GetProcessHeap(), 0, object
->contained_ps_consts_f
);
233 return E_OUTOFMEMORY
;
236 static inline void stateblock_set_bits(DWORD
*map
, UINT map_size
)
238 DWORD mask
= (1 << (map_size
& 0x1f)) - 1;
239 memset(map
, 0xff, (map_size
>> 5) * sizeof(*map
));
240 if (mask
) map
[map_size
>> 5] = mask
;
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(struct wined3d_saved_states
*states
, DWORD vs_consts
, DWORD ps_consts
)
249 states
->primitive_type
= 1;
251 states
->material
= 1;
252 states
->viewport
= 1;
253 states
->vertexDecl
= 1;
254 states
->pixelShader
= 1;
255 states
->vertexShader
= 1;
256 states
->scissorRect
= 1;
258 /* Fixed size arrays */
259 states
->streamSource
= 0xffff;
260 states
->streamFreq
= 0xffff;
261 states
->textures
= 0xfffff;
262 stateblock_set_bits(states
->transform
, HIGHEST_TRANSFORMSTATE
+ 1);
263 stateblock_set_bits(states
->renderState
, WINEHIGHEST_RENDER_STATE
+ 1);
264 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = 0x3ffff;
265 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = 0x3ffe;
266 states
->clipplane
= 0xffffffff;
267 states
->pixelShaderConstantsB
= 0xffff;
268 states
->pixelShaderConstantsI
= 0xffff;
269 states
->vertexShaderConstantsB
= 0xffff;
270 states
->vertexShaderConstantsI
= 0xffff;
272 /* Dynamically sized arrays */
273 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * ps_consts
);
274 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * vs_consts
);
277 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states
*states
, const DWORD num_constants
)
279 DWORD texture_mask
= 0;
280 WORD sampler_mask
= 0;
283 states
->pixelShader
= 1;
285 for (i
= 0; i
< sizeof(pixel_states_render
) / sizeof(*pixel_states_render
); ++i
)
287 DWORD rs
= pixel_states_render
[i
];
288 states
->renderState
[rs
>> 5] |= 1 << (rs
& 0x1f);
291 for (i
= 0; i
< sizeof(pixel_states_texture
) / sizeof(*pixel_states_texture
); ++i
)
292 texture_mask
|= 1 << pixel_states_texture
[i
];
293 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
294 for (i
= 0; i
< sizeof(pixel_states_sampler
) / sizeof(*pixel_states_sampler
); ++i
)
295 sampler_mask
|= 1 << pixel_states_sampler
[i
];
296 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
297 states
->pixelShaderConstantsB
= 0xffff;
298 states
->pixelShaderConstantsI
= 0xffff;
300 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
303 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states
*states
, const DWORD num_constants
)
305 DWORD texture_mask
= 0;
306 WORD sampler_mask
= 0;
309 states
->vertexDecl
= 1;
310 states
->vertexShader
= 1;
312 for (i
= 0; i
< sizeof(vertex_states_render
) / sizeof(*vertex_states_render
); ++i
)
314 DWORD rs
= vertex_states_render
[i
];
315 states
->renderState
[rs
>> 5] |= 1 << (rs
& 0x1f);
318 for (i
= 0; i
< sizeof(vertex_states_texture
) / sizeof(*vertex_states_texture
); ++i
)
319 texture_mask
|= 1 << vertex_states_texture
[i
];
320 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
321 for (i
= 0; i
< sizeof(vertex_states_sampler
) / sizeof(*vertex_states_sampler
); ++i
)
322 sampler_mask
|= 1 << vertex_states_sampler
[i
];
323 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
324 states
->vertexShaderConstantsB
= 0xffff;
325 states
->vertexShaderConstantsI
= 0xffff;
327 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
330 void stateblock_init_contained_states(struct wined3d_stateblock
*stateblock
)
332 struct wined3d_device
*device
= stateblock
->device
;
335 for (i
= 0; i
<= WINEHIGHEST_RENDER_STATE
>> 5; ++i
)
337 DWORD map
= stateblock
->changed
.renderState
[i
];
338 for (j
= 0; map
; map
>>= 1, ++j
)
340 if (!(map
& 1)) continue;
342 stateblock
->contained_render_states
[stateblock
->num_contained_render_states
] = (i
<< 5) | j
;
343 ++stateblock
->num_contained_render_states
;
347 for (i
= 0; i
<= HIGHEST_TRANSFORMSTATE
>> 5; ++i
)
349 DWORD map
= stateblock
->changed
.transform
[i
];
350 for (j
= 0; map
; map
>>= 1, ++j
)
352 if (!(map
& 1)) continue;
354 stateblock
->contained_transform_states
[stateblock
->num_contained_transform_states
] = (i
<< 5) | j
;
355 ++stateblock
->num_contained_transform_states
;
359 for (i
= 0; i
< device
->d3d_vshader_constantF
; ++i
)
361 if (stateblock
->changed
.vertexShaderConstantsF
[i
])
363 stateblock
->contained_vs_consts_f
[stateblock
->num_contained_vs_consts_f
] = i
;
364 ++stateblock
->num_contained_vs_consts_f
;
368 for (i
= 0; i
< MAX_CONST_I
; ++i
)
370 if (stateblock
->changed
.vertexShaderConstantsI
& (1 << i
))
372 stateblock
->contained_vs_consts_i
[stateblock
->num_contained_vs_consts_i
] = i
;
373 ++stateblock
->num_contained_vs_consts_i
;
377 for (i
= 0; i
< MAX_CONST_B
; ++i
)
379 if (stateblock
->changed
.vertexShaderConstantsB
& (1 << i
))
381 stateblock
->contained_vs_consts_b
[stateblock
->num_contained_vs_consts_b
] = i
;
382 ++stateblock
->num_contained_vs_consts_b
;
386 for (i
= 0; i
< device
->d3d_pshader_constantF
; ++i
)
388 if (stateblock
->changed
.pixelShaderConstantsF
[i
])
390 stateblock
->contained_ps_consts_f
[stateblock
->num_contained_ps_consts_f
] = i
;
391 ++stateblock
->num_contained_ps_consts_f
;
395 for (i
= 0; i
< MAX_CONST_I
; ++i
)
397 if (stateblock
->changed
.pixelShaderConstantsI
& (1 << i
))
399 stateblock
->contained_ps_consts_i
[stateblock
->num_contained_ps_consts_i
] = i
;
400 ++stateblock
->num_contained_ps_consts_i
;
404 for (i
= 0; i
< MAX_CONST_B
; ++i
)
406 if (stateblock
->changed
.pixelShaderConstantsB
& (1 << i
))
408 stateblock
->contained_ps_consts_b
[stateblock
->num_contained_ps_consts_b
] = i
;
409 ++stateblock
->num_contained_ps_consts_b
;
413 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
415 DWORD map
= stateblock
->changed
.textureState
[i
];
417 for(j
= 0; map
; map
>>= 1, ++j
)
419 if (!(map
& 1)) continue;
421 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].stage
= i
;
422 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].state
= j
;
423 ++stateblock
->num_contained_tss_states
;
427 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
429 DWORD map
= stateblock
->changed
.samplerState
[i
];
431 for (j
= 0; map
; map
>>= 1, ++j
)
433 if (!(map
& 1)) continue;
435 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].stage
= i
;
436 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].state
= j
;
437 ++stateblock
->num_contained_sampler_states
;
442 static void stateblock_init_lights(struct wined3d_stateblock
*stateblock
, struct list
*light_map
)
446 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
448 const struct wined3d_light_info
*src_light
;
450 LIST_FOR_EACH_ENTRY(src_light
, &light_map
[i
], struct wined3d_light_info
, entry
)
452 struct wined3d_light_info
*dst_light
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light
));
454 *dst_light
= *src_light
;
455 list_add_tail(&stateblock
->state
.light_map
[i
], &dst_light
->entry
);
460 ULONG CDECL
wined3d_stateblock_incref(struct wined3d_stateblock
*stateblock
)
462 ULONG refcount
= InterlockedIncrement(&stateblock
->ref
);
464 TRACE("%p increasing refcount to %u.\n", stateblock
, refcount
);
469 void stateblock_unbind_resources(struct wined3d_stateblock
*stateblock
)
471 struct wined3d_state
*state
= &stateblock
->state
;
472 struct wined3d_vertex_declaration
*decl
;
473 struct wined3d_texture
*texture
;
474 struct wined3d_buffer
*buffer
;
475 struct wined3d_shader
*shader
;
478 if ((decl
= state
->vertex_declaration
))
480 state
->vertex_declaration
= NULL
;
481 wined3d_vertex_declaration_decref(decl
);
484 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
486 if ((texture
= state
->textures
[i
]))
488 state
->textures
[i
] = NULL
;
489 wined3d_texture_decref(texture
);
493 for (i
= 0; i
< MAX_STREAMS
; ++i
)
495 if ((buffer
= state
->streams
[i
].buffer
))
497 state
->streams
[i
].buffer
= NULL
;
498 wined3d_buffer_decref(buffer
);
502 if ((buffer
= state
->index_buffer
))
504 state
->index_buffer
= NULL
;
505 wined3d_buffer_decref(buffer
);
508 if ((shader
= state
->vertex_shader
))
510 state
->vertex_shader
= NULL
;
511 wined3d_shader_decref(shader
);
514 if ((shader
= state
->pixel_shader
))
516 state
->pixel_shader
= NULL
;
517 wined3d_shader_decref(shader
);
521 ULONG CDECL
wined3d_stateblock_decref(struct wined3d_stateblock
*stateblock
)
523 ULONG refcount
= InterlockedDecrement(&stateblock
->ref
);
525 TRACE("%p decreasing refcount to %u\n", stateblock
, refcount
);
531 stateblock_unbind_resources(stateblock
);
533 for (counter
= 0; counter
< LIGHTMAP_SIZE
; ++counter
)
535 struct list
*e1
, *e2
;
536 LIST_FOR_EACH_SAFE(e1
, e2
, &stateblock
->state
.light_map
[counter
])
538 struct wined3d_light_info
*light
= LIST_ENTRY(e1
, struct wined3d_light_info
, entry
);
539 list_remove(&light
->entry
);
540 HeapFree(GetProcessHeap(), 0, light
);
544 HeapFree(GetProcessHeap(), 0, stateblock
->state
.vs_consts_f
);
545 HeapFree(GetProcessHeap(), 0, stateblock
->changed
.vertexShaderConstantsF
);
546 HeapFree(GetProcessHeap(), 0, stateblock
->state
.ps_consts_f
);
547 HeapFree(GetProcessHeap(), 0, stateblock
->changed
.pixelShaderConstantsF
);
548 HeapFree(GetProcessHeap(), 0, stateblock
->contained_vs_consts_f
);
549 HeapFree(GetProcessHeap(), 0, stateblock
->contained_ps_consts_f
);
550 HeapFree(GetProcessHeap(), 0, stateblock
);
556 static void wined3d_state_record_lights(struct wined3d_state
*dst_state
, const struct wined3d_state
*src_state
)
560 /* Lights... For a recorded state block, we just had a chain of actions
561 * to perform, so we need to walk that chain and update any actions which
563 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
566 LIST_FOR_EACH(e
, &dst_state
->light_map
[i
])
568 BOOL updated
= FALSE
;
569 struct wined3d_light_info
*src
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
), *realLight
;
571 /* Look up the light in the destination */
572 LIST_FOR_EACH(f
, &src_state
->light_map
[i
])
574 realLight
= LIST_ENTRY(f
, struct wined3d_light_info
, entry
);
575 if (realLight
->OriginalIndex
== src
->OriginalIndex
)
577 src
->OriginalParms
= realLight
->OriginalParms
;
579 if (realLight
->glIndex
== -1 && src
->glIndex
!= -1)
582 dst_state
->lights
[src
->glIndex
] = NULL
;
584 else if (realLight
->glIndex
!= -1 && src
->glIndex
== -1)
587 dst_state
->lights
[realLight
->glIndex
] = src
;
589 src
->glIndex
= realLight
->glIndex
;
597 /* This can happen if the light was originally created as a
598 * default light for SetLightEnable() while recording. */
599 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
600 src
->OriginalIndex
, dst_state
, src_state
);
602 src
->OriginalParms
= WINED3D_default_light
;
603 if (src
->glIndex
!= -1)
605 dst_state
->lights
[src
->glIndex
] = NULL
;
613 HRESULT CDECL
wined3d_stateblock_capture(struct wined3d_stateblock
*stateblock
)
615 const struct wined3d_state
*src_state
= &stateblock
->device
->stateBlock
->state
;
619 TRACE("stateblock %p.\n", stateblock
);
621 TRACE("Capturing state %p.\n", src_state
);
623 if (stateblock
->changed
.vertexShader
&& stateblock
->state
.vertex_shader
!= src_state
->vertex_shader
)
625 TRACE("Updating vertex shader from %p to %p\n",
626 stateblock
->state
.vertex_shader
, src_state
->vertex_shader
);
628 if (src_state
->vertex_shader
)
629 wined3d_shader_incref(src_state
->vertex_shader
);
630 if (stateblock
->state
.vertex_shader
)
631 wined3d_shader_decref(stateblock
->state
.vertex_shader
);
632 stateblock
->state
.vertex_shader
= src_state
->vertex_shader
;
635 /* Vertex shader float constants. */
636 for (i
= 0; i
< stateblock
->num_contained_vs_consts_f
; ++i
)
638 unsigned int idx
= stateblock
->contained_vs_consts_f
[i
];
640 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx
,
641 src_state
->vs_consts_f
[idx
* 4 + 0],
642 src_state
->vs_consts_f
[idx
* 4 + 1],
643 src_state
->vs_consts_f
[idx
* 4 + 2],
644 src_state
->vs_consts_f
[idx
* 4 + 3]);
646 stateblock
->state
.vs_consts_f
[idx
* 4 + 0] = src_state
->vs_consts_f
[idx
* 4 + 0];
647 stateblock
->state
.vs_consts_f
[idx
* 4 + 1] = src_state
->vs_consts_f
[idx
* 4 + 1];
648 stateblock
->state
.vs_consts_f
[idx
* 4 + 2] = src_state
->vs_consts_f
[idx
* 4 + 2];
649 stateblock
->state
.vs_consts_f
[idx
* 4 + 3] = src_state
->vs_consts_f
[idx
* 4 + 3];
652 /* Vertex shader integer constants. */
653 for (i
= 0; i
< stateblock
->num_contained_vs_consts_i
; ++i
)
655 unsigned int idx
= stateblock
->contained_vs_consts_i
[i
];
657 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx
,
658 src_state
->vs_consts_i
[idx
* 4 + 0],
659 src_state
->vs_consts_i
[idx
* 4 + 1],
660 src_state
->vs_consts_i
[idx
* 4 + 2],
661 src_state
->vs_consts_i
[idx
* 4 + 3]);
663 stateblock
->state
.vs_consts_i
[idx
* 4 + 0] = src_state
->vs_consts_i
[idx
* 4 + 0];
664 stateblock
->state
.vs_consts_i
[idx
* 4 + 1] = src_state
->vs_consts_i
[idx
* 4 + 1];
665 stateblock
->state
.vs_consts_i
[idx
* 4 + 2] = src_state
->vs_consts_i
[idx
* 4 + 2];
666 stateblock
->state
.vs_consts_i
[idx
* 4 + 3] = src_state
->vs_consts_i
[idx
* 4 + 3];
669 /* Vertex shader boolean constants. */
670 for (i
= 0; i
< stateblock
->num_contained_vs_consts_b
; ++i
)
672 unsigned int idx
= stateblock
->contained_vs_consts_b
[i
];
674 TRACE("Setting vs_consts_b[%u] to %s.\n",
675 idx
, src_state
->vs_consts_b
[idx
] ? "TRUE" : "FALSE");
677 stateblock
->state
.vs_consts_b
[idx
] = src_state
->vs_consts_b
[idx
];
680 /* Pixel shader float constants. */
681 for (i
= 0; i
< stateblock
->num_contained_ps_consts_f
; ++i
)
683 unsigned int idx
= stateblock
->contained_ps_consts_f
[i
];
685 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx
,
686 src_state
->ps_consts_f
[idx
* 4 + 0],
687 src_state
->ps_consts_f
[idx
* 4 + 1],
688 src_state
->ps_consts_f
[idx
* 4 + 2],
689 src_state
->ps_consts_f
[idx
* 4 + 3]);
691 stateblock
->state
.ps_consts_f
[idx
* 4 + 0] = src_state
->ps_consts_f
[idx
* 4 + 0];
692 stateblock
->state
.ps_consts_f
[idx
* 4 + 1] = src_state
->ps_consts_f
[idx
* 4 + 1];
693 stateblock
->state
.ps_consts_f
[idx
* 4 + 2] = src_state
->ps_consts_f
[idx
* 4 + 2];
694 stateblock
->state
.ps_consts_f
[idx
* 4 + 3] = src_state
->ps_consts_f
[idx
* 4 + 3];
697 /* Pixel shader integer constants. */
698 for (i
= 0; i
< stateblock
->num_contained_ps_consts_i
; ++i
)
700 unsigned int idx
= stateblock
->contained_ps_consts_i
[i
];
701 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx
,
702 src_state
->ps_consts_i
[idx
* 4 + 0],
703 src_state
->ps_consts_i
[idx
* 4 + 1],
704 src_state
->ps_consts_i
[idx
* 4 + 2],
705 src_state
->ps_consts_i
[idx
* 4 + 3]);
707 stateblock
->state
.ps_consts_i
[idx
* 4 + 0] = src_state
->ps_consts_i
[idx
* 4 + 0];
708 stateblock
->state
.ps_consts_i
[idx
* 4 + 1] = src_state
->ps_consts_i
[idx
* 4 + 1];
709 stateblock
->state
.ps_consts_i
[idx
* 4 + 2] = src_state
->ps_consts_i
[idx
* 4 + 2];
710 stateblock
->state
.ps_consts_i
[idx
* 4 + 3] = src_state
->ps_consts_i
[idx
* 4 + 3];
713 /* Pixel shader boolean constants. */
714 for (i
= 0; i
< stateblock
->num_contained_ps_consts_b
; ++i
)
716 unsigned int idx
= stateblock
->contained_ps_consts_b
[i
];
717 TRACE("Setting ps_consts_b[%u] to %s.\n",
718 idx
, src_state
->ps_consts_b
[idx
] ? "TRUE" : "FALSE");
720 stateblock
->state
.ps_consts_b
[idx
] = src_state
->ps_consts_b
[idx
];
723 /* Others + Render & Texture */
724 for (i
= 0; i
< stateblock
->num_contained_transform_states
; ++i
)
726 enum wined3d_transform_state transform
= stateblock
->contained_transform_states
[i
];
728 TRACE("Updating transform %#x.\n", transform
);
730 stateblock
->state
.transforms
[transform
] = src_state
->transforms
[transform
];
733 if (stateblock
->changed
.primitive_type
)
734 stateblock
->state
.gl_primitive_type
= src_state
->gl_primitive_type
;
736 if (stateblock
->changed
.indices
737 && ((stateblock
->state
.index_buffer
!= src_state
->index_buffer
)
738 || (stateblock
->state
.base_vertex_index
!= src_state
->base_vertex_index
)
739 || (stateblock
->state
.index_format
!= src_state
->index_format
)))
741 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
742 src_state
->index_buffer
, src_state
->base_vertex_index
);
744 if (src_state
->index_buffer
)
745 wined3d_buffer_incref(src_state
->index_buffer
);
746 if (stateblock
->state
.index_buffer
)
747 wined3d_buffer_decref(stateblock
->state
.index_buffer
);
748 stateblock
->state
.index_buffer
= src_state
->index_buffer
;
749 stateblock
->state
.base_vertex_index
= src_state
->base_vertex_index
;
750 stateblock
->state
.index_format
= src_state
->index_format
;
753 if (stateblock
->changed
.vertexDecl
&& stateblock
->state
.vertex_declaration
!= src_state
->vertex_declaration
)
755 TRACE("Updating vertex declaration from %p to %p.\n",
756 stateblock
->state
.vertex_declaration
, src_state
->vertex_declaration
);
758 if (src_state
->vertex_declaration
)
759 wined3d_vertex_declaration_incref(src_state
->vertex_declaration
);
760 if (stateblock
->state
.vertex_declaration
)
761 wined3d_vertex_declaration_decref(stateblock
->state
.vertex_declaration
);
762 stateblock
->state
.vertex_declaration
= src_state
->vertex_declaration
;
765 if (stateblock
->changed
.material
766 && memcmp(&src_state
->material
, &stateblock
->state
.material
, sizeof(stateblock
->state
.material
)))
768 TRACE("Updating material.\n");
770 stateblock
->state
.material
= src_state
->material
;
773 if (stateblock
->changed
.viewport
774 && memcmp(&src_state
->viewport
, &stateblock
->state
.viewport
, sizeof(stateblock
->state
.viewport
)))
776 TRACE("Updating viewport.\n");
778 stateblock
->state
.viewport
= src_state
->viewport
;
781 if (stateblock
->changed
.scissorRect
&& memcmp(&src_state
->scissor_rect
,
782 &stateblock
->state
.scissor_rect
, sizeof(stateblock
->state
.scissor_rect
)))
784 TRACE("Updating scissor rect.\n");
786 stateblock
->state
.scissor_rect
= src_state
->scissor_rect
;
789 map
= stateblock
->changed
.streamSource
;
790 for (i
= 0; map
; map
>>= 1, ++i
)
792 if (!(map
& 1)) continue;
794 if (stateblock
->state
.streams
[i
].stride
!= src_state
->streams
[i
].stride
795 || stateblock
->state
.streams
[i
].buffer
!= src_state
->streams
[i
].buffer
)
797 TRACE("Updating stream source %u to %p, stride to %u.\n",
798 i
, src_state
->streams
[i
].buffer
,
799 src_state
->streams
[i
].stride
);
801 stateblock
->state
.streams
[i
].stride
= src_state
->streams
[i
].stride
;
802 if (src_state
->streams
[i
].buffer
)
803 wined3d_buffer_incref(src_state
->streams
[i
].buffer
);
804 if (stateblock
->state
.streams
[i
].buffer
)
805 wined3d_buffer_decref(stateblock
->state
.streams
[i
].buffer
);
806 stateblock
->state
.streams
[i
].buffer
= src_state
->streams
[i
].buffer
;
810 map
= stateblock
->changed
.streamFreq
;
811 for (i
= 0; map
; map
>>= 1, ++i
)
813 if (!(map
& 1)) continue;
815 if (stateblock
->state
.streams
[i
].frequency
!= src_state
->streams
[i
].frequency
816 || stateblock
->state
.streams
[i
].flags
!= src_state
->streams
[i
].flags
)
818 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
819 i
, src_state
->streams
[i
].frequency
, src_state
->streams
[i
].flags
);
821 stateblock
->state
.streams
[i
].frequency
= src_state
->streams
[i
].frequency
;
822 stateblock
->state
.streams
[i
].flags
= src_state
->streams
[i
].flags
;
826 map
= stateblock
->changed
.clipplane
;
827 for (i
= 0; map
; map
>>= 1, ++i
)
829 if (!(map
& 1)) continue;
831 if (memcmp(src_state
->clip_planes
[i
], stateblock
->state
.clip_planes
[i
], sizeof(*stateblock
->state
.clip_planes
)))
833 TRACE("Updating clipplane %u.\n", i
);
834 memcpy(stateblock
->state
.clip_planes
[i
], src_state
->clip_planes
[i
], sizeof(*stateblock
->state
.clip_planes
));
839 for (i
= 0; i
< stateblock
->num_contained_render_states
; ++i
)
841 enum wined3d_render_state rs
= stateblock
->contained_render_states
[i
];
843 TRACE("Updating render state %#x to %u.\n", rs
, src_state
->render_states
[rs
]);
845 stateblock
->state
.render_states
[rs
] = src_state
->render_states
[rs
];
849 for (i
= 0; i
< stateblock
->num_contained_tss_states
; ++i
)
851 DWORD stage
= stateblock
->contained_tss_states
[i
].stage
;
852 DWORD state
= stateblock
->contained_tss_states
[i
].state
;
854 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage
, state
,
855 src_state
->texture_states
[stage
][state
], stateblock
->state
.texture_states
[stage
][state
]);
857 stateblock
->state
.texture_states
[stage
][state
] = src_state
->texture_states
[stage
][state
];
861 map
= stateblock
->changed
.textures
;
862 for (i
= 0; map
; map
>>= 1, ++i
)
864 if (!(map
& 1)) continue;
866 TRACE("Updating texture %u to %p (was %p).\n",
867 i
, src_state
->textures
[i
], stateblock
->state
.textures
[i
]);
869 if (src_state
->textures
[i
])
870 wined3d_texture_incref(src_state
->textures
[i
]);
871 if (stateblock
->state
.textures
[i
])
872 wined3d_texture_decref(stateblock
->state
.textures
[i
]);
873 stateblock
->state
.textures
[i
] = src_state
->textures
[i
];
876 for (i
= 0; i
< stateblock
->num_contained_sampler_states
; ++i
)
878 DWORD stage
= stateblock
->contained_sampler_states
[i
].stage
;
879 DWORD state
= stateblock
->contained_sampler_states
[i
].state
;
881 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage
, state
,
882 src_state
->sampler_states
[stage
][state
], stateblock
->state
.sampler_states
[stage
][state
]);
884 stateblock
->state
.sampler_states
[stage
][state
] = src_state
->sampler_states
[stage
][state
];
887 if (stateblock
->changed
.pixelShader
&& stateblock
->state
.pixel_shader
!= src_state
->pixel_shader
)
889 if (src_state
->pixel_shader
)
890 wined3d_shader_incref(src_state
->pixel_shader
);
891 if (stateblock
->state
.pixel_shader
)
892 wined3d_shader_decref(stateblock
->state
.pixel_shader
);
893 stateblock
->state
.pixel_shader
= src_state
->pixel_shader
;
896 wined3d_state_record_lights(&stateblock
->state
, src_state
);
898 TRACE("Capture done.\n");
903 static void apply_lights(struct wined3d_device
*device
, const struct wined3d_state
*state
)
907 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
911 LIST_FOR_EACH(e
, &state
->light_map
[i
])
913 const struct wined3d_light_info
*light
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
915 wined3d_device_set_light(device
, light
->OriginalIndex
, &light
->OriginalParms
);
916 wined3d_device_set_light_enable(device
, light
->OriginalIndex
, light
->glIndex
!= -1);
921 HRESULT CDECL
wined3d_stateblock_apply(const struct wined3d_stateblock
*stateblock
)
923 struct wined3d_device
*device
= stateblock
->device
;
927 TRACE("Applying stateblock %p to device %p.\n", stateblock
, device
);
929 if (stateblock
->changed
.vertexShader
)
930 wined3d_device_set_vertex_shader(device
, stateblock
->state
.vertex_shader
);
932 /* Vertex Shader Constants. */
933 for (i
= 0; i
< stateblock
->num_contained_vs_consts_f
; ++i
)
935 wined3d_device_set_vs_consts_f(device
, stateblock
->contained_vs_consts_f
[i
],
936 stateblock
->state
.vs_consts_f
+ stateblock
->contained_vs_consts_f
[i
] * 4, 1);
938 for (i
= 0; i
< stateblock
->num_contained_vs_consts_i
; ++i
)
940 wined3d_device_set_vs_consts_i(device
, stateblock
->contained_vs_consts_i
[i
],
941 stateblock
->state
.vs_consts_i
+ stateblock
->contained_vs_consts_i
[i
] * 4, 1);
943 for (i
= 0; i
< stateblock
->num_contained_vs_consts_b
; ++i
)
945 wined3d_device_set_vs_consts_b(device
, stateblock
->contained_vs_consts_b
[i
],
946 stateblock
->state
.vs_consts_b
+ stateblock
->contained_vs_consts_b
[i
], 1);
949 apply_lights(device
, &stateblock
->state
);
951 if (stateblock
->changed
.pixelShader
)
952 wined3d_device_set_pixel_shader(device
, stateblock
->state
.pixel_shader
);
954 /* Pixel Shader Constants. */
955 for (i
= 0; i
< stateblock
->num_contained_ps_consts_f
; ++i
)
957 wined3d_device_set_ps_consts_f(device
, stateblock
->contained_ps_consts_f
[i
],
958 stateblock
->state
.ps_consts_f
+ stateblock
->contained_ps_consts_f
[i
] * 4, 1);
960 for (i
= 0; i
< stateblock
->num_contained_ps_consts_i
; ++i
)
962 wined3d_device_set_ps_consts_i(device
, stateblock
->contained_ps_consts_i
[i
],
963 stateblock
->state
.ps_consts_i
+ stateblock
->contained_ps_consts_i
[i
] * 4, 1);
965 for (i
= 0; i
< stateblock
->num_contained_ps_consts_b
; ++i
)
967 wined3d_device_set_ps_consts_b(device
, stateblock
->contained_ps_consts_b
[i
],
968 stateblock
->state
.ps_consts_b
+ stateblock
->contained_ps_consts_b
[i
], 1);
972 for (i
= 0; i
< stateblock
->num_contained_render_states
; ++i
)
974 wined3d_device_set_render_state(device
, stateblock
->contained_render_states
[i
],
975 stateblock
->state
.render_states
[stateblock
->contained_render_states
[i
]]);
978 /* Texture states. */
979 for (i
= 0; i
< stateblock
->num_contained_tss_states
; ++i
)
981 DWORD stage
= stateblock
->contained_tss_states
[i
].stage
;
982 DWORD state
= stateblock
->contained_tss_states
[i
].state
;
984 wined3d_device_set_texture_stage_state(device
, stage
, state
, stateblock
->state
.texture_states
[stage
][state
]);
987 /* Sampler states. */
988 for (i
= 0; i
< stateblock
->num_contained_sampler_states
; ++i
)
990 DWORD stage
= stateblock
->contained_sampler_states
[i
].stage
;
991 DWORD state
= stateblock
->contained_sampler_states
[i
].state
;
992 DWORD value
= stateblock
->state
.sampler_states
[stage
][state
];
994 if (stage
>= MAX_FRAGMENT_SAMPLERS
) stage
+= WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
;
995 wined3d_device_set_sampler_state(device
, stage
, state
, value
);
998 /* Transform states. */
999 for (i
= 0; i
< stateblock
->num_contained_transform_states
; ++i
)
1001 wined3d_device_set_transform(device
, stateblock
->contained_transform_states
[i
],
1002 &stateblock
->state
.transforms
[stateblock
->contained_transform_states
[i
]]);
1005 if (stateblock
->changed
.primitive_type
)
1007 stateblock
->device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
1008 stateblock
->device
->updateStateBlock
->state
.gl_primitive_type
= stateblock
->state
.gl_primitive_type
;
1011 if (stateblock
->changed
.indices
)
1013 wined3d_device_set_index_buffer(device
, stateblock
->state
.index_buffer
, stateblock
->state
.index_format
);
1014 wined3d_device_set_base_vertex_index(device
, stateblock
->state
.base_vertex_index
);
1017 if (stateblock
->changed
.vertexDecl
&& stateblock
->state
.vertex_declaration
)
1018 wined3d_device_set_vertex_declaration(device
, stateblock
->state
.vertex_declaration
);
1020 if (stateblock
->changed
.material
)
1021 wined3d_device_set_material(device
, &stateblock
->state
.material
);
1023 if (stateblock
->changed
.viewport
)
1024 wined3d_device_set_viewport(device
, &stateblock
->state
.viewport
);
1026 if (stateblock
->changed
.scissorRect
)
1027 wined3d_device_set_scissor_rect(device
, &stateblock
->state
.scissor_rect
);
1029 map
= stateblock
->changed
.streamSource
;
1030 for (i
= 0; map
; map
>>= 1, ++i
)
1033 wined3d_device_set_stream_source(device
, i
,
1034 stateblock
->state
.streams
[i
].buffer
,
1035 0, stateblock
->state
.streams
[i
].stride
);
1038 map
= stateblock
->changed
.streamFreq
;
1039 for (i
= 0; map
; map
>>= 1, ++i
)
1042 wined3d_device_set_stream_source_freq(device
, i
,
1043 stateblock
->state
.streams
[i
].frequency
| stateblock
->state
.streams
[i
].flags
);
1046 map
= stateblock
->changed
.textures
;
1047 for (i
= 0; map
; map
>>= 1, ++i
)
1051 if (!(map
& 1)) continue;
1053 stage
= i
< MAX_FRAGMENT_SAMPLERS
? i
: WINED3DVERTEXTEXTURESAMPLER0
+ i
- MAX_FRAGMENT_SAMPLERS
;
1054 wined3d_device_set_texture(device
, stage
, stateblock
->state
.textures
[i
]);
1057 map
= stateblock
->changed
.clipplane
;
1058 for (i
= 0; map
; map
>>= 1, ++i
)
1062 if (!(map
& 1)) continue;
1064 clip
[0] = (float) stateblock
->state
.clip_planes
[i
][0];
1065 clip
[1] = (float) stateblock
->state
.clip_planes
[i
][1];
1066 clip
[2] = (float) stateblock
->state
.clip_planes
[i
][2];
1067 clip
[3] = (float) stateblock
->state
.clip_planes
[i
][3];
1068 wined3d_device_set_clip_plane(device
, i
, clip
);
1071 stateblock
->device
->stateBlock
->state
.lowest_disabled_stage
= MAX_TEXTURES
- 1;
1072 for (i
= 0; i
< MAX_TEXTURES
- 1; ++i
)
1074 if (stateblock
->device
->stateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
1076 stateblock
->device
->stateBlock
->state
.lowest_disabled_stage
= i
;
1081 TRACE("Applied stateblock %p.\n", stateblock
);
1086 void stateblock_init_default_state(struct wined3d_stateblock
*stateblock
)
1088 struct wined3d_device
*device
= stateblock
->device
;
1089 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1090 struct wined3d_state
*state
= &stateblock
->state
;
1093 struct wined3d_line_pattern lp
;
1101 struct wined3d_swapchain
*swapchain
;
1102 struct wined3d_surface
*backbuffer
;
1105 TRACE("stateblock %p.\n", stateblock
);
1107 memset(stateblock
->changed
.pixelShaderConstantsF
, 0, device
->d3d_pshader_constantF
* sizeof(BOOL
));
1108 memset(stateblock
->changed
.vertexShaderConstantsF
, 0, device
->d3d_vshader_constantF
* sizeof(BOOL
));
1110 /* Set some of the defaults for lights, transforms etc */
1111 memcpy(&state
->transforms
[WINED3D_TS_PROJECTION
], identity
, sizeof(identity
));
1112 memcpy(&state
->transforms
[WINED3D_TS_VIEW
], identity
, sizeof(identity
));
1113 for (i
= 0; i
< 256; ++i
)
1115 memcpy(&state
->transforms
[WINED3D_TS_WORLD_MATRIX(i
)], identity
, sizeof(identity
));
1118 state
->fb
= &device
->fb
;
1120 TRACE("Render states\n");
1121 /* Render states: */
1122 if (device
->auto_depth_stencil
)
1123 state
->render_states
[WINED3D_RS_ZENABLE
] = WINED3D_ZB_TRUE
;
1125 state
->render_states
[WINED3D_RS_ZENABLE
] = WINED3D_ZB_FALSE
;
1126 state
->render_states
[WINED3D_RS_FILLMODE
] = WINED3D_FILL_SOLID
;
1127 state
->render_states
[WINED3D_RS_SHADEMODE
] = WINED3D_SHADE_GOURAUD
;
1128 lp
.lp
.repeat_factor
= 0;
1129 lp
.lp
.line_pattern
= 0;
1130 state
->render_states
[WINED3D_RS_LINEPATTERN
] = lp
.d
;
1131 state
->render_states
[WINED3D_RS_ZWRITEENABLE
] = TRUE
;
1132 state
->render_states
[WINED3D_RS_ALPHATESTENABLE
] = FALSE
;
1133 state
->render_states
[WINED3D_RS_LASTPIXEL
] = TRUE
;
1134 state
->render_states
[WINED3D_RS_SRCBLEND
] = WINED3D_BLEND_ONE
;
1135 state
->render_states
[WINED3D_RS_DESTBLEND
] = WINED3D_BLEND_ZERO
;
1136 state
->render_states
[WINED3D_RS_CULLMODE
] = WINED3D_CULL_CCW
;
1137 state
->render_states
[WINED3D_RS_ZFUNC
] = WINED3D_CMP_LESSEQUAL
;
1138 state
->render_states
[WINED3D_RS_ALPHAFUNC
] = WINED3D_CMP_ALWAYS
;
1139 state
->render_states
[WINED3D_RS_ALPHAREF
] = 0;
1140 state
->render_states
[WINED3D_RS_DITHERENABLE
] = FALSE
;
1141 state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] = FALSE
;
1142 state
->render_states
[WINED3D_RS_FOGENABLE
] = FALSE
;
1143 state
->render_states
[WINED3D_RS_SPECULARENABLE
] = FALSE
;
1144 state
->render_states
[WINED3D_RS_ZVISIBLE
] = 0;
1145 state
->render_states
[WINED3D_RS_FOGCOLOR
] = 0;
1146 state
->render_states
[WINED3D_RS_FOGTABLEMODE
] = WINED3D_FOG_NONE
;
1148 state
->render_states
[WINED3D_RS_FOGSTART
] = tmpfloat
.d
;
1150 state
->render_states
[WINED3D_RS_FOGEND
] = tmpfloat
.d
;
1152 state
->render_states
[WINED3D_RS_FOGDENSITY
] = tmpfloat
.d
;
1153 state
->render_states
[WINED3D_RS_EDGEANTIALIAS
] = FALSE
;
1154 state
->render_states
[WINED3D_RS_RANGEFOGENABLE
] = FALSE
;
1155 state
->render_states
[WINED3D_RS_STENCILENABLE
] = FALSE
;
1156 state
->render_states
[WINED3D_RS_STENCILFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1157 state
->render_states
[WINED3D_RS_STENCILZFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1158 state
->render_states
[WINED3D_RS_STENCILPASS
] = WINED3D_STENCIL_OP_KEEP
;
1159 state
->render_states
[WINED3D_RS_STENCILREF
] = 0;
1160 state
->render_states
[WINED3D_RS_STENCILMASK
] = 0xffffffff;
1161 state
->render_states
[WINED3D_RS_STENCILFUNC
] = WINED3D_CMP_ALWAYS
;
1162 state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] = 0xffffffff;
1163 state
->render_states
[WINED3D_RS_TEXTUREFACTOR
] = 0xffffffff;
1164 state
->render_states
[WINED3D_RS_WRAP0
] = 0;
1165 state
->render_states
[WINED3D_RS_WRAP1
] = 0;
1166 state
->render_states
[WINED3D_RS_WRAP2
] = 0;
1167 state
->render_states
[WINED3D_RS_WRAP3
] = 0;
1168 state
->render_states
[WINED3D_RS_WRAP4
] = 0;
1169 state
->render_states
[WINED3D_RS_WRAP5
] = 0;
1170 state
->render_states
[WINED3D_RS_WRAP6
] = 0;
1171 state
->render_states
[WINED3D_RS_WRAP7
] = 0;
1172 state
->render_states
[WINED3D_RS_CLIPPING
] = TRUE
;
1173 state
->render_states
[WINED3D_RS_LIGHTING
] = TRUE
;
1174 state
->render_states
[WINED3D_RS_AMBIENT
] = 0;
1175 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] = WINED3D_FOG_NONE
;
1176 state
->render_states
[WINED3D_RS_COLORVERTEX
] = TRUE
;
1177 state
->render_states
[WINED3D_RS_LOCALVIEWER
] = TRUE
;
1178 state
->render_states
[WINED3D_RS_NORMALIZENORMALS
] = FALSE
;
1179 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] = WINED3D_MCS_COLOR1
;
1180 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] = WINED3D_MCS_COLOR2
;
1181 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] = WINED3D_MCS_MATERIAL
;
1182 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] = WINED3D_MCS_MATERIAL
;
1183 state
->render_states
[WINED3D_RS_VERTEXBLEND
] = WINED3D_VBF_DISABLE
;
1184 state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] = 0;
1185 state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
] = FALSE
;
1187 state
->render_states
[WINED3D_RS_POINTSIZE
] = tmpfloat
.d
;
1189 state
->render_states
[WINED3D_RS_POINTSIZE_MIN
] = tmpfloat
.d
;
1190 state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] = FALSE
;
1191 state
->render_states
[WINED3D_RS_POINTSCALEENABLE
] = FALSE
;
1193 state
->render_states
[WINED3D_RS_POINTSCALE_A
] = tmpfloat
.d
;
1195 state
->render_states
[WINED3D_RS_POINTSCALE_B
] = tmpfloat
.d
;
1197 state
->render_states
[WINED3D_RS_POINTSCALE_C
] = tmpfloat
.d
;
1198 state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
] = TRUE
;
1199 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] = 0xffffffff;
1200 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] = WINED3D_PATCH_EDGE_DISCRETE
;
1202 state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] = tmpfloat
.d
;
1203 state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
] = 0xbaadcafe;
1204 tmpfloat
.f
= gl_info
->limits
.pointsize_max
;
1205 state
->render_states
[WINED3D_RS_POINTSIZE_MAX
] = tmpfloat
.d
;
1206 state
->render_states
[WINED3D_RS_INDEXEDVERTEXBLENDENABLE
] = FALSE
;
1207 state
->render_states
[WINED3D_RS_COLORWRITEENABLE
] = 0x0000000f;
1209 state
->render_states
[WINED3D_RS_TWEENFACTOR
] = tmpfloat
.d
;
1210 state
->render_states
[WINED3D_RS_BLENDOP
] = WINED3D_BLEND_OP_ADD
;
1211 state
->render_states
[WINED3D_RS_POSITIONDEGREE
] = WINED3D_DEGREE_CUBIC
;
1212 state
->render_states
[WINED3D_RS_NORMALDEGREE
] = WINED3D_DEGREE_LINEAR
;
1213 /* states new in d3d9 */
1214 state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
] = FALSE
;
1215 state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
] = 0;
1217 state
->render_states
[WINED3D_RS_MINTESSELLATIONLEVEL
] = tmpfloat
.d
;
1218 state
->render_states
[WINED3D_RS_MAXTESSELLATIONLEVEL
] = tmpfloat
.d
;
1219 state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
] = FALSE
;
1221 state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] = tmpfloat
.d
;
1222 state
->render_states
[WINED3D_RS_ADAPTIVETESS_Y
] = tmpfloat
.d
;
1224 state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
] = tmpfloat
.d
;
1226 state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
] = tmpfloat
.d
;
1227 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
] = FALSE
;
1228 state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
] = FALSE
;
1229 state
->render_states
[WINED3D_RS_CCW_STENCILFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1230 state
->render_states
[WINED3D_RS_CCW_STENCILZFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1231 state
->render_states
[WINED3D_RS_CCW_STENCILPASS
] = WINED3D_STENCIL_OP_KEEP
;
1232 state
->render_states
[WINED3D_RS_CCW_STENCILFUNC
] = WINED3D_CMP_ALWAYS
;
1233 state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
] = 0x0000000f;
1234 state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
] = 0x0000000f;
1235 state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
] = 0x0000000f;
1236 state
->render_states
[WINED3D_RS_BLENDFACTOR
] = 0xFFFFFFFF;
1237 state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
] = 0;
1238 state
->render_states
[WINED3D_RS_DEPTHBIAS
] = 0;
1239 state
->render_states
[WINED3D_RS_WRAP8
] = 0;
1240 state
->render_states
[WINED3D_RS_WRAP9
] = 0;
1241 state
->render_states
[WINED3D_RS_WRAP10
] = 0;
1242 state
->render_states
[WINED3D_RS_WRAP11
] = 0;
1243 state
->render_states
[WINED3D_RS_WRAP12
] = 0;
1244 state
->render_states
[WINED3D_RS_WRAP13
] = 0;
1245 state
->render_states
[WINED3D_RS_WRAP14
] = 0;
1246 state
->render_states
[WINED3D_RS_WRAP15
] = 0;
1247 state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
] = FALSE
;
1248 state
->render_states
[WINED3D_RS_SRCBLENDALPHA
] = WINED3D_BLEND_ONE
;
1249 state
->render_states
[WINED3D_RS_DESTBLENDALPHA
] = WINED3D_BLEND_ZERO
;
1250 state
->render_states
[WINED3D_RS_BLENDOPALPHA
] = WINED3D_BLEND_OP_ADD
;
1252 /* Texture Stage States - Put directly into state block, we will call function below */
1253 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1255 TRACE("Setting up default texture states for texture Stage %u.\n", i
);
1256 memcpy(&state
->transforms
[WINED3D_TS_TEXTURE0
+ i
], identity
, sizeof(identity
));
1257 state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] = i
? WINED3D_TOP_DISABLE
: WINED3D_TOP_MODULATE
;
1258 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] = WINED3DTA_TEXTURE
;
1259 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] = WINED3DTA_CURRENT
;
1260 state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
] = i
? WINED3D_TOP_DISABLE
: WINED3D_TOP_SELECT_ARG1
;
1261 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] = WINED3DTA_TEXTURE
;
1262 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] = WINED3DTA_CURRENT
;
1263 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
] = 0;
1264 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT01
] = 0;
1265 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT10
] = 0;
1266 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT11
] = 0;
1267 state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] = i
;
1268 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
] = 0;
1269 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
] = 0;
1270 state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
] = WINED3D_TTFF_DISABLE
;
1271 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] = WINED3DTA_CURRENT
;
1272 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] = WINED3DTA_CURRENT
;
1273 state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] = WINED3DTA_CURRENT
;
1275 state
->lowest_disabled_stage
= 1;
1278 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1280 TRACE("Setting up default samplers states for sampler %u.\n", i
);
1281 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_U
] = WINED3D_TADDRESS_WRAP
;
1282 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_V
] = WINED3D_TADDRESS_WRAP
;
1283 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_W
] = WINED3D_TADDRESS_WRAP
;
1284 state
->sampler_states
[i
][WINED3D_SAMP_BORDER_COLOR
] = 0;
1285 state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] = WINED3D_TEXF_POINT
;
1286 state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] = WINED3D_TEXF_POINT
;
1287 state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] = WINED3D_TEXF_NONE
;
1288 state
->sampler_states
[i
][WINED3D_SAMP_MIPMAP_LOD_BIAS
] = 0;
1289 state
->sampler_states
[i
][WINED3D_SAMP_MAX_MIP_LEVEL
] = 0;
1290 state
->sampler_states
[i
][WINED3D_SAMP_MAX_ANISOTROPY
] = 1;
1291 state
->sampler_states
[i
][WINED3D_SAMP_SRGB_TEXTURE
] = 0;
1292 /* TODO: Indicates which element of a multielement texture to use. */
1293 state
->sampler_states
[i
][WINED3D_SAMP_ELEMENT_INDEX
] = 0;
1294 /* TODO: Vertex offset in the presampled displacement map. */
1295 state
->sampler_states
[i
][WINED3D_SAMP_DMAP_OFFSET
] = 0;
1298 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
1300 state
->textures
[i
] = NULL
;
1303 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1304 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
1305 if (SUCCEEDED(hr
) && swapchain
)
1307 hr
= wined3d_swapchain_get_back_buffer(swapchain
, 0, WINED3D_BACKBUFFER_TYPE_MONO
, &backbuffer
);
1308 if (SUCCEEDED(hr
) && backbuffer
)
1310 struct wined3d_resource_desc desc
;
1312 wined3d_resource_get_desc(&backbuffer
->resource
, &desc
);
1313 wined3d_surface_decref(backbuffer
);
1315 /* Set the default scissor rect values */
1316 state
->scissor_rect
.left
= 0;
1317 state
->scissor_rect
.right
= desc
.width
;
1318 state
->scissor_rect
.top
= 0;
1319 state
->scissor_rect
.bottom
= desc
.height
;
1322 /* Set the default viewport */
1323 state
->viewport
.x
= 0;
1324 state
->viewport
.y
= 0;
1325 state
->viewport
.width
= swapchain
->desc
.backbuffer_width
;
1326 state
->viewport
.height
= swapchain
->desc
.backbuffer_height
;
1327 state
->viewport
.min_z
= 0.0f
;
1328 state
->viewport
.max_z
= 1.0f
;
1330 wined3d_swapchain_decref(swapchain
);
1336 static HRESULT
stateblock_init(struct wined3d_stateblock
*stateblock
,
1337 struct wined3d_device
*device
, enum wined3d_stateblock_type type
)
1342 stateblock
->ref
= 1;
1343 stateblock
->device
= device
;
1345 for (i
= 0; i
< LIGHTMAP_SIZE
; i
++)
1347 list_init(&stateblock
->state
.light_map
[i
]);
1350 hr
= stateblock_allocate_shader_constants(stateblock
);
1351 if (FAILED(hr
)) return hr
;
1353 /* The WINED3D_SBT_INIT stateblock type is used during initialization to
1354 * produce a placeholder stateblock so other functions called can update a
1356 if (type
== WINED3D_SBT_INIT
|| type
== WINED3D_SBT_RECORDED
) return WINED3D_OK
;
1358 TRACE("Updating changed flags appropriate for type %#x.\n", type
);
1362 case WINED3D_SBT_ALL
:
1363 stateblock_init_lights(stateblock
, device
->stateBlock
->state
.light_map
);
1364 stateblock_savedstates_set_all(&stateblock
->changed
, device
->d3d_vshader_constantF
,
1365 device
->d3d_pshader_constantF
);
1368 case WINED3D_SBT_PIXEL_STATE
:
1369 stateblock_savedstates_set_pixel(&stateblock
->changed
, device
->d3d_pshader_constantF
);
1372 case WINED3D_SBT_VERTEX_STATE
:
1373 stateblock_init_lights(stateblock
, device
->stateBlock
->state
.light_map
);
1374 stateblock_savedstates_set_vertex(&stateblock
->changed
, device
->d3d_vshader_constantF
);
1378 FIXME("Unrecognized state block type %#x.\n", type
);
1382 stateblock_init_contained_states(stateblock
);
1383 wined3d_stateblock_capture(stateblock
);
1388 HRESULT CDECL
wined3d_stateblock_create(struct wined3d_device
*device
,
1389 enum wined3d_stateblock_type type
, struct wined3d_stateblock
**stateblock
)
1391 struct wined3d_stateblock
*object
;
1394 TRACE("device %p, type %#x, stateblock %p.\n",
1395 device
, type
, stateblock
);
1397 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1400 ERR("Failed to allocate stateblock memory.\n");
1401 return E_OUTOFMEMORY
;
1404 hr
= stateblock_init(object
, device
, type
);
1407 WARN("Failed to initialize stateblock, hr %#x.\n", hr
);
1408 HeapFree(GetProcessHeap(), 0, object
);
1412 TRACE("Created stateblock %p.\n", object
);
1413 *stateblock
= object
;