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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
34 /** Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
37 HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
) {
39 IWineD3DStateBlockImpl
*This
= object
;
41 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
43 /* Allocate space for floating point constants */
44 object
->pixelShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
45 WINED3D_MEMCHECK(object
->pixelShaderConstantF
);
46 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(pshader_constantsF
));
47 WINED3D_MEMCHECK(object
->changed
.pixelShaderConstantsF
);
48 object
->vertexShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
49 WINED3D_MEMCHECK(object
->vertexShaderConstantF
);
50 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(vshader_constantsF
));
51 WINED3D_MEMCHECK(object
->changed
.vertexShaderConstantsF
);
52 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(vshader_constantsF
));
53 WINED3D_MEMCHECK(object
->contained_vs_consts_f
);
54 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(pshader_constantsF
));
55 WINED3D_MEMCHECK(object
->contained_ps_consts_f
);
57 list_init(&object
->set_vconstantsF
);
58 list_init(&object
->set_pconstantsF
);
60 #undef WINED3D_MEMCHECK
65 /** Copy all members of one stateblock to another */
66 void stateblock_savedstates_copy(
67 IWineD3DStateBlock
* iface
,
69 SAVEDSTATES
* source
) {
71 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
72 unsigned bsize
= sizeof(BOOL
);
75 dest
->indices
= source
->indices
;
76 dest
->material
= source
->material
;
77 dest
->fvf
= source
->fvf
;
78 dest
->viewport
= source
->viewport
;
79 dest
->vertexDecl
= source
->vertexDecl
;
80 dest
->pixelShader
= source
->pixelShader
;
81 dest
->vertexShader
= source
->vertexShader
;
82 dest
->scissorRect
= dest
->scissorRect
;
84 /* Fixed size arrays */
85 memcpy(dest
->streamSource
, source
->streamSource
, bsize
* MAX_STREAMS
);
86 memcpy(dest
->streamFreq
, source
->streamFreq
, bsize
* MAX_STREAMS
);
87 memcpy(dest
->textures
, source
->textures
, bsize
* MAX_COMBINED_SAMPLERS
);
88 memcpy(dest
->transform
, source
->transform
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
89 memcpy(dest
->renderState
, source
->renderState
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
90 memcpy(dest
->textureState
, source
->textureState
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
91 memcpy(dest
->samplerState
, source
->samplerState
, bsize
* MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
92 memcpy(dest
->clipplane
, source
->clipplane
, bsize
* MAX_CLIPPLANES
);
93 memcpy(dest
->pixelShaderConstantsB
, source
->pixelShaderConstantsB
, bsize
* MAX_CONST_B
);
94 memcpy(dest
->pixelShaderConstantsI
, source
->pixelShaderConstantsI
, bsize
* MAX_CONST_I
);
95 memcpy(dest
->vertexShaderConstantsB
, source
->vertexShaderConstantsB
, bsize
* MAX_CONST_B
);
96 memcpy(dest
->vertexShaderConstantsI
, source
->vertexShaderConstantsI
, bsize
* MAX_CONST_I
);
98 /* Dynamically sized arrays */
99 memcpy(dest
->pixelShaderConstantsF
, source
->pixelShaderConstantsF
, bsize
* GL_LIMITS(pshader_constantsF
));
100 memcpy(dest
->vertexShaderConstantsF
, source
->vertexShaderConstantsF
, bsize
* GL_LIMITS(vshader_constantsF
));
103 /** Set all members of a stateblock savedstate to the given value */
104 void stateblock_savedstates_set(
105 IWineD3DStateBlock
* iface
,
109 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
110 unsigned bsize
= sizeof(BOOL
);
113 states
->indices
= value
;
114 states
->material
= value
;
116 states
->viewport
= value
;
117 states
->vertexDecl
= value
;
118 states
->pixelShader
= value
;
119 states
->vertexShader
= value
;
120 states
->scissorRect
= value
;
122 /* Fixed size arrays */
123 memset(states
->streamSource
, value
, bsize
* MAX_STREAMS
);
124 memset(states
->streamFreq
, value
, bsize
* MAX_STREAMS
);
125 memset(states
->textures
, value
, bsize
* MAX_COMBINED_SAMPLERS
);
126 memset(states
->transform
, value
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
127 memset(states
->renderState
, value
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
128 memset(states
->textureState
, value
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
129 memset(states
->samplerState
, value
, bsize
* MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
130 memset(states
->clipplane
, value
, bsize
* MAX_CLIPPLANES
);
131 memset(states
->pixelShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
132 memset(states
->pixelShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
133 memset(states
->vertexShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
134 memset(states
->vertexShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
136 /* Dynamically sized arrays */
137 memset(states
->pixelShaderConstantsF
, value
, bsize
* GL_LIMITS(pshader_constantsF
));
138 memset(states
->vertexShaderConstantsF
, value
, bsize
* GL_LIMITS(vshader_constantsF
));
141 void stateblock_copy(
142 IWineD3DStateBlock
* destination
,
143 IWineD3DStateBlock
* source
) {
146 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)source
;
147 IWineD3DStateBlockImpl
*Dest
= (IWineD3DStateBlockImpl
*)destination
;
149 /* IUnknown fields */
150 Dest
->lpVtbl
= This
->lpVtbl
;
151 Dest
->ref
= This
->ref
;
153 /* IWineD3DStateBlock information */
154 Dest
->parent
= This
->parent
;
155 Dest
->wineD3DDevice
= This
->wineD3DDevice
;
156 Dest
->blockType
= This
->blockType
;
159 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
162 Dest
->fvf
= This
->fvf
;
163 Dest
->vertexDecl
= This
->vertexDecl
;
164 Dest
->vertexShader
= This
->vertexShader
;
165 Dest
->streamIsUP
= This
->streamIsUP
;
166 Dest
->pIndexData
= This
->pIndexData
;
167 Dest
->baseVertexIndex
= This
->baseVertexIndex
;
168 /* Dest->lights = This->lights; */
169 Dest
->clip_status
= This
->clip_status
;
170 Dest
->viewport
= This
->viewport
;
171 Dest
->material
= This
->material
;
172 Dest
->pixelShader
= This
->pixelShader
;
173 Dest
->scissorRect
= This
->scissorRect
;
176 memset(This
->activeLights
, 0, sizeof(This
->activeLights
));
177 for(l
= 0; l
< LIGHTMAP_SIZE
; l
++) {
178 struct list
*e1
, *e2
;
179 LIST_FOR_EACH_SAFE(e1
, e2
, &Dest
->lightMap
[l
]) {
180 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
181 list_remove(&light
->entry
);
182 HeapFree(GetProcessHeap(), 0, light
);
185 LIST_FOR_EACH(e1
, &This
->lightMap
[l
]) {
186 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
), *light2
;
187 light2
= HeapAlloc(GetProcessHeap(), 0, sizeof(*light
));
189 list_add_tail(&Dest
->lightMap
[l
], &light2
->entry
);
190 if(light2
->glIndex
!= -1) Dest
->activeLights
[light2
->glIndex
] = light2
;
194 /* Fixed size arrays */
195 memcpy(Dest
->vertexShaderConstantB
, This
->vertexShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
196 memcpy(Dest
->vertexShaderConstantI
, This
->vertexShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
197 memcpy(Dest
->pixelShaderConstantB
, This
->pixelShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
198 memcpy(Dest
->pixelShaderConstantI
, This
->pixelShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
200 memcpy(Dest
->streamStride
, This
->streamStride
, sizeof(UINT
) * MAX_STREAMS
);
201 memcpy(Dest
->streamOffset
, This
->streamOffset
, sizeof(UINT
) * MAX_STREAMS
);
202 memcpy(Dest
->streamSource
, This
->streamSource
, sizeof(IWineD3DVertexBuffer
*) * MAX_STREAMS
);
203 memcpy(Dest
->streamFreq
, This
->streamFreq
, sizeof(UINT
) * MAX_STREAMS
);
204 memcpy(Dest
->streamFlags
, This
->streamFlags
, sizeof(UINT
) * MAX_STREAMS
);
205 memcpy(Dest
->transforms
, This
->transforms
, sizeof(WINED3DMATRIX
) * (HIGHEST_TRANSFORMSTATE
+ 1));
206 memcpy(Dest
->clipplane
, This
->clipplane
, sizeof(double) * MAX_CLIPPLANES
* 4);
207 memcpy(Dest
->renderState
, This
->renderState
, sizeof(DWORD
) * (WINEHIGHEST_RENDER_STATE
+ 1));
208 memcpy(Dest
->textures
, This
->textures
, sizeof(IWineD3DBaseTexture
*) * MAX_COMBINED_SAMPLERS
);
209 memcpy(Dest
->textureDimensions
, This
->textureDimensions
, sizeof(int) * MAX_COMBINED_SAMPLERS
);
210 memcpy(Dest
->textureState
, This
->textureState
, sizeof(DWORD
) * MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
211 memcpy(Dest
->samplerState
, This
->samplerState
, sizeof(DWORD
) * MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
213 /* Dynamically sized arrays */
214 memcpy(Dest
->vertexShaderConstantF
, This
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
215 memcpy(Dest
->pixelShaderConstantF
, This
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
218 /**********************************************************
219 * IWineD3DStateBlockImpl IUnknown parts follows
220 **********************************************************/
221 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
223 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
224 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
225 if (IsEqualGUID(riid
, &IID_IUnknown
)
226 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
227 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
)){
228 IUnknown_AddRef(iface
);
233 return E_NOINTERFACE
;
236 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
237 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
238 ULONG refCount
= InterlockedIncrement(&This
->ref
);
240 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
244 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
245 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
246 ULONG refCount
= InterlockedDecrement(&This
->ref
);
248 TRACE("(%p) : Releasing from %d\n", This
, refCount
+ 1);
251 constants_entry
*constant
, *constant2
;
254 /* type 0 represents the primary stateblock, so free all the resources */
255 if (This
->blockType
== WINED3DSBT_INIT
) {
256 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
257 for (counter
= 0; counter
< MAX_COMBINED_SAMPLERS
; counter
++) {
258 if (This
->textures
[counter
]) {
259 /* release our 'internal' hold on the texture */
260 if(0 != IWineD3DBaseTexture_Release(This
->textures
[counter
])) {
261 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter
, This
->textures
[counter
]);
267 for (counter
= 0; counter
< MAX_STREAMS
; counter
++) {
268 if(This
->streamSource
[counter
]) {
269 if(0 != IWineD3DVertexBuffer_Release(This
->streamSource
[counter
])) {
270 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter
, This
->streamSource
[counter
]);
274 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
275 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
276 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
278 for(counter
= 0; counter
< LIGHTMAP_SIZE
; counter
++) {
279 struct list
*e1
, *e2
;
280 LIST_FOR_EACH_SAFE(e1
, e2
, &This
->lightMap
[counter
]) {
281 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
282 list_remove(&light
->entry
);
283 HeapFree(GetProcessHeap(), 0, light
);
287 HeapFree(GetProcessHeap(), 0, This
->vertexShaderConstantF
);
288 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
289 HeapFree(GetProcessHeap(), 0, This
->pixelShaderConstantF
);
290 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
291 HeapFree(GetProcessHeap(), 0, This
->contained_vs_consts_f
);
292 HeapFree(GetProcessHeap(), 0, This
->contained_ps_consts_f
);
294 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant2
, &This
->set_vconstantsF
, constants_entry
, entry
) {
295 HeapFree(GetProcessHeap(), 0, constant
);
298 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant2
, &This
->set_pconstantsF
, constants_entry
, entry
) {
299 HeapFree(GetProcessHeap(), 0, constant
);
302 HeapFree(GetProcessHeap(), 0, This
);
307 /**********************************************************
308 * IWineD3DStateBlockImpl parts follows
309 **********************************************************/
310 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
311 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
312 IUnknown_AddRef(This
->parent
);
313 *pParent
= This
->parent
;
317 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
319 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
321 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
322 IWineD3DDevice_AddRef(*ppDevice
);
327 static inline void record_lights(IWineD3DStateBlockImpl
*This
, IWineD3DStateBlockImpl
*targetStateBlock
) {
330 /* Lights... For a recorded state block, we just had a chain of actions to perform,
331 * so we need to walk that chain and update any actions which differ
333 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
335 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
336 BOOL updated
= FALSE
;
337 PLIGHTINFOEL
*src
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
), *realLight
;
338 if(!src
->changed
|| !src
->enabledChanged
) continue;
340 /* Look up the light in the destination */
341 LIST_FOR_EACH(f
, &targetStateBlock
->lightMap
[i
]) {
342 realLight
= LIST_ENTRY(f
, PLIGHTINFOEL
, entry
);
343 if(realLight
->OriginalIndex
== src
->OriginalIndex
) {
345 src
->OriginalParms
= realLight
->OriginalParms
;
347 if(src
->enabledChanged
) {
348 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
349 * or disabled -> enabled -> disabled changes
351 if(realLight
->glIndex
== -1 && src
->glIndex
!= -1) {
353 This
->activeLights
[src
->glIndex
] = NULL
;
354 } else if(realLight
->glIndex
!= -1 && src
->glIndex
== -1){
356 This
->activeLights
[realLight
->glIndex
] = src
;
358 src
->glIndex
= realLight
->glIndex
;
366 /* Found a light, all done, proceed with next hash entry */
368 } else if(src
->changed
) {
369 /* Otherwise assign defaul params */
370 src
->OriginalParms
= WINED3D_default_light
;
372 /* Not enabled by default */
379 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
381 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
382 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
385 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
387 /* If not recorded, then update can just recapture */
388 if (This
->blockType
== WINED3DSBT_RECORDED
) {
390 /* Recorded => Only update 'changed' values */
391 if (This
->changed
.vertexShader
&& This
->vertexShader
!= targetStateBlock
->vertexShader
) {
392 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
394 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
395 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
396 This
->vertexShader
= targetStateBlock
->vertexShader
;
399 /* Vertex Shader Float Constants */
400 for (j
= 0; j
< This
->num_contained_vs_consts_f
; ++j
) {
401 i
= This
->contained_vs_consts_f
[j
];
402 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
403 targetStateBlock
->vertexShaderConstantF
[i
* 4],
404 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1],
405 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2],
406 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3]);
408 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
409 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
410 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
411 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
414 /* Vertex Shader Integer Constants */
415 for (j
= 0; j
< This
->num_contained_vs_consts_i
; ++j
) {
416 i
= This
->contained_vs_consts_i
[j
];
417 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
418 targetStateBlock
->vertexShaderConstantI
[i
* 4],
419 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1],
420 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2],
421 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3]);
423 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
424 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
425 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
426 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
429 /* Vertex Shader Boolean Constants */
430 for (j
= 0; j
< This
->num_contained_vs_consts_b
; ++j
) {
431 i
= This
->contained_vs_consts_b
[j
];
432 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
433 targetStateBlock
->vertexShaderConstantB
[i
]? "TRUE":"FALSE");
435 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
438 /* Pixel Shader Float Constants */
439 for (j
= 0; j
< This
->num_contained_ps_consts_f
; ++j
) {
440 i
= This
->contained_ps_consts_f
[j
];
441 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
442 targetStateBlock
->pixelShaderConstantF
[i
* 4],
443 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1],
444 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2],
445 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3]);
447 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
448 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
449 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
450 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
453 /* Pixel Shader Integer Constants */
454 for (j
= 0; j
< This
->num_contained_ps_consts_i
; ++j
) {
455 i
= This
->contained_ps_consts_i
[j
];
456 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
457 targetStateBlock
->pixelShaderConstantI
[i
* 4],
458 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1],
459 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2],
460 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3]);
462 This
->pixelShaderConstantI
[i
* 4] = targetStateBlock
->pixelShaderConstantI
[i
* 4];
463 This
->pixelShaderConstantI
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1];
464 This
->pixelShaderConstantI
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2];
465 This
->pixelShaderConstantI
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3];
468 /* Pixel Shader Boolean Constants */
469 for (j
= 0; j
< This
->num_contained_ps_consts_b
; ++j
) {
470 i
= This
->contained_ps_consts_b
[j
];
471 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
472 targetStateBlock
->pixelShaderConstantB
[i
]? "TRUE":"FALSE");
474 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
477 /* Others + Render & Texture */
478 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
479 TRACE("Updating transform %d\n", i
);
480 This
->transforms
[This
->contained_transform_states
[i
]] =
481 targetStateBlock
->transforms
[This
->contained_transform_states
[i
]];
484 if (This
->changed
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
485 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
486 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
487 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
488 if(targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
489 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
490 This
->pIndexData
= targetStateBlock
->pIndexData
;
491 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
494 if(This
->changed
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
495 TRACE("Updating vertex declaration from %p to %p\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
497 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
500 if(This
->changed
.fvf
&& This
->fvf
!= targetStateBlock
->fvf
){
501 This
->fvf
= targetStateBlock
->fvf
;
504 if (This
->changed
.material
&& memcmp(&targetStateBlock
->material
,
506 sizeof(WINED3DMATERIAL
)) != 0) {
507 TRACE("Updating material\n");
508 This
->material
= targetStateBlock
->material
;
511 if (This
->changed
.viewport
&& memcmp(&targetStateBlock
->viewport
,
513 sizeof(WINED3DVIEWPORT
)) != 0) {
514 TRACE("Updating viewport\n");
515 This
->viewport
= targetStateBlock
->viewport
;
518 if(This
->changed
.scissorRect
&& memcmp(&targetStateBlock
->scissorRect
,
520 sizeof(targetStateBlock
->scissorRect
)))
522 TRACE("Updating scissor rect\n");
523 targetStateBlock
->scissorRect
= This
->scissorRect
;
526 for (i
= 0; i
< MAX_STREAMS
; i
++) {
527 if (This
->changed
.streamSource
[i
] &&
528 ((This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]) ||
529 (This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
]))) {
530 TRACE("Updating stream source %d to %p, stride to %d\n", i
, targetStateBlock
->streamSource
[i
],
531 targetStateBlock
->streamStride
[i
]);
532 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
533 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
534 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
535 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
538 if (This
->changed
.streamFreq
[i
] &&
539 (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
540 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])){
541 TRACE("Updating stream frequency %d to %d flags to %d\n", i
, targetStateBlock
->streamFreq
[i
] ,
542 targetStateBlock
->streamFlags
[i
]);
543 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
544 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
548 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
549 if (This
->changed
.clipplane
[i
] && memcmp(&targetStateBlock
->clipplane
[i
],
551 sizeof(This
->clipplane
)) != 0) {
553 TRACE("Updating clipplane %d\n", i
);
554 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
555 sizeof(This
->clipplane
));
560 for (i
= 0; i
< This
->num_contained_render_states
; i
++) {
561 TRACE("Updating renderState %d to %d\n",
562 This
->contained_render_states
[i
], targetStateBlock
->renderState
[This
->contained_render_states
[i
]]);
563 This
->renderState
[This
->contained_render_states
[i
]] = targetStateBlock
->renderState
[This
->contained_render_states
[i
]];
567 for (j
= 0; j
< This
->num_contained_tss_states
; j
++) {
568 DWORD stage
= This
->contained_tss_states
[j
].stage
;
569 DWORD state
= This
->contained_tss_states
[j
].state
;
571 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage
,state
,
572 targetStateBlock
->textureState
[stage
][state
], This
->textureState
[stage
][state
]);
573 This
->textureState
[stage
][state
] = targetStateBlock
->textureState
[stage
][state
];
577 /* TODO: move over to using memcpy */
578 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
579 if (This
->changed
.textures
[j
]) {
580 TRACE("Updating texture %d to %p (was %p)\n", j
, targetStateBlock
->textures
[j
], This
->textures
[j
]);
581 This
->textures
[j
] = targetStateBlock
->textures
[j
];
585 for (j
= 0; j
< This
->num_contained_sampler_states
; j
++) {
586 DWORD stage
= This
->contained_sampler_states
[j
].stage
;
587 DWORD state
= This
->contained_sampler_states
[j
].state
;
588 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
589 stage
, state
, targetStateBlock
->samplerState
[stage
][state
],
590 This
->samplerState
[stage
][state
]);
591 This
->samplerState
[stage
][state
] = targetStateBlock
->samplerState
[stage
][state
];
593 if(This
->changed
.pixelShader
&& This
->pixelShader
!= targetStateBlock
->pixelShader
) {
594 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
595 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
596 This
->pixelShader
= targetStateBlock
->pixelShader
;
599 record_lights(This
, targetStateBlock
);
600 } else if(This
->blockType
== WINED3DSBT_ALL
) {
601 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
602 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
603 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
604 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
605 memcpy(This
->streamStride
, targetStateBlock
->streamStride
, sizeof(This
->streamStride
));
606 memcpy(This
->streamOffset
, targetStateBlock
->streamOffset
, sizeof(This
->streamOffset
));
607 memcpy(This
->streamFreq
, targetStateBlock
->streamFreq
, sizeof(This
->streamFreq
));
608 memcpy(This
->streamFlags
, targetStateBlock
->streamFlags
, sizeof(This
->streamFlags
));
609 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
610 memcpy(This
->transforms
, targetStateBlock
->transforms
, sizeof(This
->transforms
));
611 record_lights(This
, targetStateBlock
);
612 memcpy(This
->clipplane
, targetStateBlock
->clipplane
, sizeof(This
->clipplane
));
613 This
->clip_status
= targetStateBlock
->clip_status
;
614 This
->viewport
= targetStateBlock
->viewport
;
615 This
->material
= targetStateBlock
->material
;
616 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
617 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
618 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
619 memcpy(This
->renderState
, targetStateBlock
->renderState
, sizeof(This
->renderState
));
620 memcpy(This
->textures
, targetStateBlock
->textures
, sizeof(This
->textures
));
621 memcpy(This
->textureDimensions
, targetStateBlock
->textureDimensions
, sizeof(This
->textureDimensions
));
622 memcpy(This
->textureState
, targetStateBlock
->textureState
, sizeof(This
->textureState
));
623 memcpy(This
->samplerState
, targetStateBlock
->samplerState
, sizeof(This
->samplerState
));
624 This
->scissorRect
= targetStateBlock
->scissorRect
;
626 if(targetStateBlock
->pIndexData
!= This
->pIndexData
) {
627 if(targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
628 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
629 This
->pIndexData
= targetStateBlock
->pIndexData
;
631 for(i
= 0; i
< MAX_STREAMS
; i
++) {
632 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
633 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
634 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
635 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
638 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
639 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
640 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
641 This
->vertexShader
= targetStateBlock
->vertexShader
;
643 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
644 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
645 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
646 This
->pixelShader
= targetStateBlock
->pixelShader
;
648 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
649 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
650 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
651 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
652 record_lights(This
, targetStateBlock
);
653 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
654 This
->renderState
[SavedVertexStates_R
[i
]] = targetStateBlock
->renderState
[SavedVertexStates_R
[i
]];
656 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
657 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
658 This
->samplerState
[j
][SavedVertexStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]];
661 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
662 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
663 This
->textureState
[j
][SavedVertexStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedVertexStates_R
[i
]];
666 for(i
= 0; i
< MAX_STREAMS
; i
++) {
667 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
668 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
669 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
670 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
673 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
674 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
675 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
676 This
->vertexShader
= targetStateBlock
->vertexShader
;
678 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
679 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
680 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
681 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
682 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
683 This
->renderState
[SavedPixelStates_R
[i
]] = targetStateBlock
->renderState
[SavedPixelStates_R
[i
]];
685 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
686 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
687 This
->samplerState
[j
][SavedPixelStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]];
690 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
691 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
692 This
->textureState
[j
][SavedPixelStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedPixelStates_R
[i
]];
695 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
696 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
697 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
698 This
->pixelShader
= targetStateBlock
->pixelShader
;
702 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
707 static inline void apply_lights(IWineD3DDevice
*pDevice
, IWineD3DStateBlockImpl
*This
) {
709 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
712 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
713 PLIGHTINFOEL
*light
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
);
716 IWineD3DDevice_SetLight(pDevice
, light
->OriginalIndex
, &light
->OriginalParms
);
718 if(light
->enabledChanged
) {
719 IWineD3DDevice_SetLightEnable(pDevice
, light
->OriginalIndex
, light
->glIndex
!= -1);
725 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
726 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
727 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
729 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
730 should really perform a delta so that only the changes get updated*/
735 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
737 TRACE("Blocktype: %d\n", This
->blockType
);
739 if(This
->blockType
== WINED3DSBT_RECORDED
) {
740 if (This
->changed
.vertexShader
) {
741 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
743 /* Vertex Shader Constants */
744 for (i
= 0; i
< This
->num_contained_vs_consts_f
; i
++) {
745 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, This
->contained_vs_consts_f
[i
],
746 This
->vertexShaderConstantF
+ This
->contained_vs_consts_f
[i
] * 4, 1);
748 for (i
= 0; i
< This
->num_contained_vs_consts_i
; i
++) {
749 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, This
->contained_vs_consts_i
[i
],
750 This
->vertexShaderConstantI
+ This
->contained_vs_consts_i
[i
] * 4, 1);
752 for (i
= 0; i
< This
->num_contained_vs_consts_b
; i
++) {
753 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, This
->contained_vs_consts_b
[i
],
754 This
->vertexShaderConstantB
+ This
->contained_vs_consts_b
[i
], 1);
757 apply_lights(pDevice
, This
);
759 if (This
->changed
.pixelShader
) {
760 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
762 /* Pixel Shader Constants */
763 for (i
= 0; i
< This
->num_contained_ps_consts_f
; i
++) {
764 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, This
->contained_ps_consts_f
[i
],
765 This
->pixelShaderConstantF
+ This
->contained_ps_consts_f
[i
] * 4, 1);
767 for (i
= 0; i
< This
->num_contained_ps_consts_i
; i
++) {
768 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, This
->contained_ps_consts_i
[i
],
769 This
->pixelShaderConstantI
+ This
->contained_ps_consts_i
[i
] * 4, 1);
771 for (i
= 0; i
< This
->num_contained_ps_consts_b
; i
++) {
772 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, This
->contained_ps_consts_b
[i
],
773 This
->pixelShaderConstantB
+ This
->contained_ps_consts_b
[i
], 1);
777 for (i
= 0; i
<= This
->num_contained_render_states
; i
++) {
778 IWineD3DDevice_SetRenderState(pDevice
, This
->contained_render_states
[i
],
779 This
->renderState
[This
->contained_render_states
[i
]]);
782 for (i
= 0; i
< This
->num_contained_tss_states
; i
++) {
783 DWORD stage
= This
->contained_tss_states
[i
].stage
;
784 DWORD state
= This
->contained_tss_states
[i
].state
;
785 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[stage
][state
] = This
->textureState
[stage
][state
];
786 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[stage
][state
] = TRUE
;
787 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
788 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_TEXTURESTAGE(stage
, state
));
791 for (i
= 0; i
< This
->num_contained_sampler_states
; i
++) {
792 DWORD stage
= This
->contained_sampler_states
[i
].stage
;
793 DWORD state
= This
->contained_sampler_states
[i
].state
;
794 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[stage
][state
] = This
->samplerState
[stage
][state
];
795 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[stage
][state
] = TRUE
;
796 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_SAMPLER(stage
));
799 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
800 IWineD3DDevice_SetTransform(pDevice
, This
->contained_transform_states
[i
],
801 &This
->transforms
[This
->contained_transform_states
[i
]]);
804 if (This
->changed
.indices
) {
805 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
806 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
809 if (This
->changed
.fvf
) {
810 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
813 if (This
->changed
.vertexDecl
) {
814 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
817 if (This
->changed
.material
) {
818 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
821 if (This
->changed
.viewport
) {
822 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
825 if (This
->changed
.scissorRect
) {
826 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
829 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
830 for (i
=0; i
<MAX_STREAMS
; i
++) {
831 if (This
->changed
.streamSource
[i
])
832 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
834 if (This
->changed
.streamFreq
[i
])
835 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
837 for (j
= 0 ; j
< MAX_COMBINED_SAMPLERS
; j
++){
838 if (This
->changed
.textures
[j
]) {
839 if (j
< MAX_FRAGMENT_SAMPLERS
) {
840 IWineD3DDevice_SetTexture(pDevice
, j
, This
->textures
[j
]);
842 IWineD3DDevice_SetTexture(pDevice
, WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
, This
->textures
[j
]);
847 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
848 if (This
->changed
.clipplane
[i
]) {
851 clip
[0] = This
->clipplane
[i
][0];
852 clip
[1] = This
->clipplane
[i
][1];
853 clip
[2] = This
->clipplane
[i
][2];
854 clip
[3] = This
->clipplane
[i
][3];
855 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
859 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
860 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
861 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
862 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
863 This
->vertexShaderConstantF
+ i
* 4, 1);
865 for (i
= 0; i
< MAX_CONST_I
; i
++) {
866 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
867 This
->vertexShaderConstantI
+ i
* 4, 1);
869 for (i
= 0; i
< MAX_CONST_B
; i
++) {
870 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
871 This
->vertexShaderConstantB
+ i
, 1);
874 apply_lights(pDevice
, This
);
876 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
877 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
879 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
880 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
881 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedVertexStates_T
[i
],
882 This
->textureState
[j
][SavedVertexStates_T
[i
]]);
886 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
887 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
888 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedVertexStates_S
[i
],
889 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
892 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
893 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
894 IWineD3DDevice_SetSamplerState(pDevice
,
895 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
896 SavedVertexStates_S
[i
],
897 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
900 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
901 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
902 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
903 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
904 This
->pixelShaderConstantF
+ i
* 4, 1);
906 for (i
= 0; i
< MAX_CONST_I
; i
++) {
907 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
908 This
->pixelShaderConstantI
+ i
* 4, 1);
910 for (i
= 0; i
< MAX_CONST_B
; i
++) {
911 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
912 This
->pixelShaderConstantB
+ i
, 1);
915 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
916 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
918 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
919 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
920 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedPixelStates_T
[i
],
921 This
->textureState
[j
][SavedPixelStates_T
[i
]]);
925 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
926 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
927 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedPixelStates_S
[i
],
928 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
931 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
932 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
933 IWineD3DDevice_SetSamplerState(pDevice
,
934 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
935 SavedPixelStates_S
[i
],
936 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
939 } else if(This
->blockType
== WINED3DSBT_ALL
) {
940 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
941 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
942 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
943 This
->vertexShaderConstantF
+ i
* 4, 1);
945 for (i
= 0; i
< MAX_CONST_I
; i
++) {
946 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
947 This
->vertexShaderConstantI
+ i
* 4, 1);
949 for (i
= 0; i
< MAX_CONST_B
; i
++) {
950 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
951 This
->vertexShaderConstantB
+ i
, 1);
954 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
955 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
956 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
957 This
->pixelShaderConstantF
+ i
* 4, 1);
959 for (i
= 0; i
< MAX_CONST_I
; i
++) {
960 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
961 This
->pixelShaderConstantI
+ i
* 4, 1);
963 for (i
= 0; i
< MAX_CONST_B
; i
++) {
964 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
965 This
->pixelShaderConstantB
+ i
, 1);
968 apply_lights(pDevice
, This
);
970 for(i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
971 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
973 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
974 for(i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
975 IWineD3DDevice_SetTextureStageState(pDevice
, j
, i
, This
->textureState
[j
][i
]);
979 /* Skip unused values between TEXTURE8 and WORLD0 ? */
980 for(i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
981 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
983 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
984 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
985 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
986 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
987 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
988 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
989 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
991 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
992 for (i
=0; i
<MAX_STREAMS
; i
++) {
993 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
994 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
996 for (j
= 0 ; j
< MAX_COMBINED_SAMPLERS
; j
++){
997 UINT sampler
= j
< MAX_FRAGMENT_SAMPLERS
? j
: WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
;
999 IWineD3DDevice_SetTexture(pDevice
, sampler
, This
->textures
[j
]);
1000 for(i
= 1; i
< WINED3D_HIGHEST_SAMPLER_STATE
; i
++) {
1001 IWineD3DDevice_SetSamplerState(pDevice
, sampler
, i
, This
->samplerState
[j
][i
]);
1004 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
1007 clip
[0] = This
->clipplane
[i
][0];
1008 clip
[1] = This
->clipplane
[i
][1];
1009 clip
[2] = This
->clipplane
[i
][2];
1010 clip
[3] = This
->clipplane
[i
][3];
1011 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
1015 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= MAX_TEXTURES
- 1;
1016 for(j
= 0; j
< MAX_TEXTURES
- 1; j
++) {
1017 if(((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
) {
1018 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= j
;
1022 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
1027 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
1028 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
1029 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
1030 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
1032 WINED3DLINEPATTERN lp
;
1040 IWineD3DSwapChain
*swapchain
;
1041 IWineD3DSurface
*backbuffer
;
1042 WINED3DSURFACE_DESC desc
= {0};
1047 /* Note this may have a large overhead but it should only be executed
1048 once, in order to initialize the complete state of the device and
1049 all opengl equivalents */
1050 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, This
->wineD3DDevice
);
1051 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1052 This
->blockType
= WINED3DSBT_INIT
;
1054 /* Set some of the defaults for lights, transforms etc */
1055 memcpy(&This
->transforms
[WINED3DTS_PROJECTION
], identity
, sizeof(identity
));
1056 memcpy(&This
->transforms
[WINED3DTS_VIEW
], identity
, sizeof(identity
));
1057 for (i
= 0; i
< 256; ++i
) {
1058 memcpy(&This
->transforms
[WINED3DTS_WORLDMATRIX(i
)], identity
, sizeof(identity
));
1061 TRACE("Render states\n");
1062 /* Render states: */
1063 if (ThisDevice
->auto_depth_stencil_buffer
!= NULL
) {
1064 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_TRUE
);
1066 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_FALSE
);
1068 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, WINED3DFILL_SOLID
);
1069 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, WINED3DSHADE_GOURAUD
);
1070 lp
.lp
.wRepeatFactor
= 0;
1071 lp
.lp
.wLinePattern
= 0;
1072 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
1073 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
1074 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
1075 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
1076 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, WINED3DBLEND_ONE
);
1077 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, WINED3DBLEND_ZERO
);
1078 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, WINED3DCULL_CCW
);
1079 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, WINED3DCMP_LESSEQUAL
);
1080 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, WINED3DCMP_ALWAYS
);
1081 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0);
1082 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
1083 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
1084 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
1085 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
1086 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
1087 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
1088 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, WINED3DFOG_NONE
);
1090 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
1092 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
1094 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
1095 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
1096 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
1097 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
1098 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
1099 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1100 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1101 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1102 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILREF
, 0);
1103 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILMASK
, 0xFFFFFFFF);
1104 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1105 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
1106 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
1107 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
1108 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
1109 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
1110 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
1111 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
1112 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
1113 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
1114 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
1115 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
1116 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
1117 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
1118 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, WINED3DFOG_NONE
);
1119 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
1120 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
1121 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
1122 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, WINED3DMCS_COLOR1
);
1123 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, WINED3DMCS_COLOR2
);
1124 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1125 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1126 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, WINED3DVBF_DISABLE
);
1127 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
1128 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
1130 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
1132 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
1133 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
1134 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
1136 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
1138 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
1140 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, tmpfloat
.d
);
1141 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
1142 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
1143 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, WINED3DPATCHEDGE_DISCRETE
);
1145 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
1146 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
1148 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
1149 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
1150 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
1152 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
1153 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, WINED3DBLENDOP_ADD
);
1154 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
1155 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
1156 /* states new in d3d9 */
1157 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
1158 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
1160 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
1161 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
1162 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
1164 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
1165 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
1167 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
1169 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
1170 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
1171 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
1172 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1173 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1174 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1175 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1176 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
1177 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
1178 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
1179 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
1180 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
1181 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
1182 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
1183 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
1184 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
1185 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
1186 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
1187 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
1188 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
1189 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
1190 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
1191 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, WINED3DBLEND_ONE
);
1192 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, WINED3DBLEND_ZERO
);
1193 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, WINED3DBLENDOP_ADD
);
1195 /* clipping status */
1196 This
->clip_status
.ClipUnion
= 0;
1197 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
1199 /* Texture Stage States - Put directly into state block, we will call function below */
1200 for (i
= 0; i
< MAX_TEXTURES
; i
++) {
1201 TRACE("Setting up default texture states for texture Stage %d\n", i
);
1202 memcpy(&This
->transforms
[WINED3DTS_TEXTURE0
+ i
], identity
, sizeof(identity
));
1203 This
->textureState
[i
][WINED3DTSS_COLOROP
] = (i
==0)? WINED3DTOP_MODULATE
: WINED3DTOP_DISABLE
;
1204 This
->textureState
[i
][WINED3DTSS_COLORARG1
] = WINED3DTA_TEXTURE
;
1205 This
->textureState
[i
][WINED3DTSS_COLORARG2
] = WINED3DTA_CURRENT
;
1206 This
->textureState
[i
][WINED3DTSS_ALPHAOP
] = (i
==0)? WINED3DTOP_SELECTARG1
: WINED3DTOP_DISABLE
;
1207 This
->textureState
[i
][WINED3DTSS_ALPHAARG1
] = WINED3DTA_TEXTURE
;
1208 This
->textureState
[i
][WINED3DTSS_ALPHAARG2
] = WINED3DTA_CURRENT
;
1209 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
] = (DWORD
) 0.0;
1210 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT01
] = (DWORD
) 0.0;
1211 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT10
] = (DWORD
) 0.0;
1212 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT11
] = (DWORD
) 0.0;
1213 This
->textureState
[i
][WINED3DTSS_TEXCOORDINDEX
] = i
;
1214 This
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
] = (DWORD
) 0.0;
1215 This
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
] = (DWORD
) 0.0;
1216 This
->textureState
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] = WINED3DTTFF_DISABLE
;
1217 This
->textureState
[i
][WINED3DTSS_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1218 This
->textureState
[i
][WINED3DTSS_COLORARG0
] = WINED3DTA_CURRENT
;
1219 This
->textureState
[i
][WINED3DTSS_ALPHAARG0
] = WINED3DTA_CURRENT
;
1220 This
->textureState
[i
][WINED3DTSS_RESULTARG
] = WINED3DTA_CURRENT
;
1222 This
->lowest_disabled_stage
= 1;
1225 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; i
++) {
1226 TRACE("Setting up default samplers states for sampler %d\n", i
);
1227 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
1228 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
1229 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1230 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
1231 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1232 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1233 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1234 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1235 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1236 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1237 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0;
1238 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
1239 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 0; /* TODO: Vertex offset in the presampled displacement map */
1242 for(i
= 0; i
< GL_LIMITS(textures
); i
++) {
1243 /* Note: This avoids calling SetTexture, so pretend it has been called */
1244 This
->changed
.textures
[i
] = TRUE
;
1245 This
->textures
[i
] = NULL
;
1248 /* Set the default scissor rect values */
1249 desc
.Width
= &width
;
1250 desc
.Height
= &height
;
1252 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1253 hr
= IWineD3DDevice_GetSwapChain(device
, 0, &swapchain
);
1254 if( hr
== WINED3D_OK
&& swapchain
!= NULL
) {
1255 hr
= IWineD3DSwapChain_GetBackBuffer(swapchain
, 0, WINED3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
1256 if( hr
== WINED3D_OK
&& backbuffer
!= NULL
) {
1257 IWineD3DSurface_GetDesc(backbuffer
, &desc
);
1258 IWineD3DSurface_Release(backbuffer
);
1260 scissorrect
.left
= 0;
1261 scissorrect
.right
= width
;
1262 scissorrect
.top
= 0;
1263 scissorrect
.bottom
= height
;
1264 hr
= IWineD3DDevice_SetScissorRect(device
, &scissorrect
);
1265 if( hr
!= WINED3D_OK
) {
1266 ERR("This should never happen, expect rendering issues!\n");
1269 IWineD3DSwapChain_Release(swapchain
);
1272 TRACE("-----------------------> Device defaults now set up...\n");
1276 /**********************************************************
1277 * IWineD3DStateBlock VTbl follows
1278 **********************************************************/
1280 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1283 IWineD3DStateBlockImpl_QueryInterface
,
1284 IWineD3DStateBlockImpl_AddRef
,
1285 IWineD3DStateBlockImpl_Release
,
1286 /* IWineD3DStateBlock */
1287 IWineD3DStateBlockImpl_GetParent
,
1288 IWineD3DStateBlockImpl_GetDevice
,
1289 IWineD3DStateBlockImpl_Capture
,
1290 IWineD3DStateBlockImpl_Apply
,
1291 IWineD3DStateBlockImpl_InitStartupStateBlock