winex11.drv: Reset focus if application does not want to be activated.
[wine/multimedia.git] / dlls / wined3d / stateblock.c
blob8ff49dbc41ae7bcbb5abccbd206d0b3be9a55d67
1 /*
2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
29 /***************************************
30 * Stateblock helper functions follow
31 **************************************/
33 /** Allocates the correct amount of space for pixel and vertex shader constants,
34 * along with their set/changed flags on the given stateblock object
36 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
38 IWineD3DStateBlockImpl *This = object;
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
42 /* Allocate space for floating point constants */
43 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
44 WINED3D_MEMCHECK(object->pixelShaderConstantF);
45 object->set.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF) );
46 WINED3D_MEMCHECK(object->set.pixelShaderConstantsF);
47 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
48 WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
49 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
50 WINED3D_MEMCHECK(object->vertexShaderConstantF);
51 object->set.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
52 WINED3D_MEMCHECK(object->set.vertexShaderConstantsF);
53 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
54 WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
56 list_init(&object->set_vconstantsF);
57 list_init(&object->set_pconstantsF);
59 #undef WINED3D_MEMCHECK
61 return WINED3D_OK;
64 /** Copy all members of one stateblock to another */
65 void stateblock_savedstates_copy(
66 IWineD3DStateBlock* iface,
67 SAVEDSTATES* dest,
68 SAVEDSTATES* source) {
70 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
71 unsigned bsize = sizeof(BOOL);
73 /* Single values */
74 dest->indices = source->indices;
75 dest->material = source->material;
76 dest->fvf = source->fvf;
77 dest->viewport = source->viewport;
78 dest->vertexDecl = source->vertexDecl;
79 dest->pixelShader = source->pixelShader;
80 dest->vertexShader = source->vertexShader;
81 dest->scissorRect = dest->scissorRect;
83 /* Fixed size arrays */
84 memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
85 memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
86 memcpy(dest->textures, source->textures, bsize * MAX_SAMPLERS);
87 memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
88 memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
89 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
90 memcpy(dest->samplerState, source->samplerState, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
91 memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
92 memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
93 memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
94 memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
95 memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
97 /* Dynamically sized arrays */
98 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
99 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
102 /** Set all members of a stateblock savedstate to the given value */
103 void stateblock_savedstates_set(
104 IWineD3DStateBlock* iface,
105 SAVEDSTATES* states,
106 BOOL value) {
108 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
109 unsigned bsize = sizeof(BOOL);
111 /* Single values */
112 states->indices = value;
113 states->material = value;
114 states->fvf = value;
115 states->viewport = value;
116 states->vertexDecl = value;
117 states->pixelShader = value;
118 states->vertexShader = value;
119 states->scissorRect = value;
121 /* Fixed size arrays */
122 memset(states->streamSource, value, bsize * MAX_STREAMS);
123 memset(states->streamFreq, value, bsize * MAX_STREAMS);
124 memset(states->textures, value, bsize * MAX_SAMPLERS);
125 memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
126 memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
127 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
128 memset(states->samplerState, value, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
129 memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
130 memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
131 memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
132 memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
133 memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
135 /* Dynamically sized arrays */
136 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
137 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
140 void stateblock_copy(
141 IWineD3DStateBlock* destination,
142 IWineD3DStateBlock* source) {
143 int l;
145 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
146 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
148 /* IUnknown fields */
149 Dest->lpVtbl = This->lpVtbl;
150 Dest->ref = This->ref;
152 /* IWineD3DStateBlock information */
153 Dest->parent = This->parent;
154 Dest->wineD3DDevice = This->wineD3DDevice;
155 Dest->blockType = This->blockType;
157 /* Saved states */
158 stateblock_savedstates_copy(source, &Dest->set, &This->set);
159 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
161 /* Single items */
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->glsl_program = This->glsl_program;
174 memcpy(&Dest->scissorRect, &This->scissorRect, sizeof(Dest->scissorRect));
176 /* Lights */
177 memset(This->activeLights, 0, sizeof(This->activeLights));
178 for(l = 0; l < LIGHTMAP_SIZE; l++) {
179 struct list *e1, *e2;
180 LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
181 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
182 list_remove(&light->entry);
183 HeapFree(GetProcessHeap(), 0, light);
186 LIST_FOR_EACH(e1, &This->lightMap[l]) {
187 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
188 light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
189 memcpy(light2, light, sizeof(*light));
190 list_add_tail(&This->lightMap[l], &light2->entry);
191 if(light2->glIndex != -1) This->activeLights[light2->glIndex] = light2;
195 /* Fixed size arrays */
196 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
197 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
198 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
199 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
201 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
202 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
203 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
204 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
205 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
206 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
207 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
208 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
209 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_SAMPLERS);
210 memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_SAMPLERS);
211 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
212 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
214 /* Dynamically sized arrays */
215 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
216 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
219 /**********************************************************
220 * IWineD3DStateBlockImpl IUnknown parts follows
221 **********************************************************/
222 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
224 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
225 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
226 if (IsEqualGUID(riid, &IID_IUnknown)
227 || IsEqualGUID(riid, &IID_IWineD3DBase)
228 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
229 IUnknown_AddRef(iface);
230 *ppobj = This;
231 return S_OK;
233 *ppobj = NULL;
234 return E_NOINTERFACE;
237 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
238 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
239 ULONG refCount = InterlockedIncrement(&This->ref);
241 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
242 return refCount;
245 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
246 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
247 ULONG refCount = InterlockedDecrement(&This->ref);
249 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
251 if (!refCount) {
252 constants_entry *constant, *constant2;
253 int counter;
255 /* type 0 represents the primary stateblock, so free all the resources */
256 if (This->blockType == WINED3DSBT_INIT) {
257 FIXME("Releasing primary stateblock\n");
259 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
260 for (counter = 0; counter < MAX_SAMPLERS; counter++) {
261 if (This->textures[counter]) {
262 /* release our 'internal' hold on the texture */
263 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
264 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
271 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
272 struct list *e1, *e2;
273 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
274 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
275 list_remove(&light->entry);
276 HeapFree(GetProcessHeap(), 0, light);
280 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
281 HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF);
282 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
283 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
284 HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
285 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
287 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
288 HeapFree(GetProcessHeap(), 0, constant);
291 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
292 HeapFree(GetProcessHeap(), 0, constant);
295 HeapFree(GetProcessHeap(), 0, This);
297 return refCount;
300 /**********************************************************
301 * IWineD3DStateBlockImpl parts follows
302 **********************************************************/
303 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
304 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
305 IUnknown_AddRef(This->parent);
306 *pParent = This->parent;
307 return WINED3D_OK;
310 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
312 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
314 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
315 IWineD3DDevice_AddRef(*ppDevice);
316 return WINED3D_OK;
320 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
322 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
323 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
325 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
327 /* If not recorded, then update can just recapture */
328 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
329 IWineD3DStateBlockImpl* tmpBlock;
330 int i;
332 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
334 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
336 /* Move the light elements from the tmpBlock to This. No need to duplicate them, but they have to be removed from tmpBlock
337 * and the pointers updated for the base element in This.
339 * No need to update This->activeLights because the lights objects are untouched(same address)
341 for(i = 0; i < LIGHTMAP_SIZE; i++) {
342 list_init(&This->lightMap[i]); /* This element contains rubish due to the memcpy */
343 list_move_tail(&This->lightMap[i], &tmpBlock->lightMap[i]); /* Cleans the list entry in tmpBlock */
346 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
348 } else {
349 unsigned int i, j;
351 /* Recorded => Only update 'changed' values */
352 if (This->vertexShader != targetStateBlock->vertexShader) {
353 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
355 This->vertexShader = targetStateBlock->vertexShader;
358 /* Vertex Shader Float Constants */
359 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
360 if (This->set.vertexShaderConstantsF[i]) {
361 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
362 targetStateBlock->vertexShaderConstantF[i * 4],
363 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
364 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
365 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
367 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
368 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
369 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
370 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
374 /* Vertex Shader Integer Constants */
375 for (i = 0; i < MAX_CONST_I; ++i) {
376 if (This->set.vertexShaderConstantsI[i]) {
377 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
378 targetStateBlock->vertexShaderConstantI[i * 4],
379 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
380 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
381 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
383 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
384 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
385 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
386 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
390 /* Vertex Shader Boolean Constants */
391 for (i = 0; i < MAX_CONST_B; ++i) {
392 if (This->set.vertexShaderConstantsB[i]) {
393 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
394 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
396 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
400 /* Lights... For a recorded state block, we just had a chain of actions to perform,
401 so we need to walk that chain and update any actions which differ */
402 for(i = 0; i < LIGHTMAP_SIZE; i++) {
403 struct list *e, *f;
404 LIST_FOR_EACH(e, &This->lightMap[i]) {
405 BOOL updated = FALSE;
406 PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
407 if(!src->changed || !src->enabledChanged) continue;
409 /* Look up the light in the destination */
410 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
411 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
412 if(realLight->OriginalIndex == src->OriginalIndex) {
413 if(src->changed) {
414 memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(src->OriginalParms));
416 if(src->enabledChanged) {
417 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
418 * or disabled -> enabled -> disabled changes
420 if(realLight->glIndex == -1 && src->glIndex != -1) {
421 /* Light disabled */
422 This->activeLights[src->glIndex] = NULL;
423 } else if(realLight->glIndex != -1 && src->glIndex == -1){
424 /* Light enabled */
425 This->activeLights[realLight->glIndex] = src;
427 src->glIndex = realLight->glIndex;
429 updated = TRUE;
430 break;
434 if(updated) {
435 /* Found a light, all done, proceed with next hash entry */
436 continue;
437 } else if(src->changed) {
438 /* Otherwise assign defaul params */
439 memcpy(&src->OriginalParms, &WINED3D_default_light, sizeof(src->OriginalParms));
440 } else {
441 /* Not enabled by default */
442 src->glIndex = -1;
447 /* Recorded => Only update 'changed' values */
448 if (This->pixelShader != targetStateBlock->pixelShader) {
449 TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
451 This->pixelShader = targetStateBlock->pixelShader;
454 /* Pixel Shader Float Constants */
455 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
456 if (This->set.pixelShaderConstantsF[i]) {
457 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
458 targetStateBlock->pixelShaderConstantF[i * 4],
459 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
460 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
461 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
463 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
464 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
465 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
466 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
470 /* Pixel Shader Integer Constants */
471 for (i = 0; i < MAX_CONST_I; ++i) {
472 if (This->set.pixelShaderConstantsI[i]) {
473 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
474 targetStateBlock->pixelShaderConstantI[i * 4],
475 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
476 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
477 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
479 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
480 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
481 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
482 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
486 /* Pixel Shader Boolean Constants */
487 for (i = 0; i < MAX_CONST_B; ++i) {
488 if (This->set.pixelShaderConstantsB[i]) {
489 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
490 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
492 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
496 /* Others + Render & Texture */
497 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
498 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
499 &This->transforms[i],
500 sizeof(WINED3DMATRIX)) != 0) {
501 TRACE("Updating transform %d\n", i);
502 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(WINED3DMATRIX));
506 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
507 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
508 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
509 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
510 This->pIndexData = targetStateBlock->pIndexData;
511 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
514 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
515 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
517 This->vertexDecl = targetStateBlock->vertexDecl;
520 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
521 This->fvf = targetStateBlock->fvf;
524 if (This->set.material && memcmp(&targetStateBlock->material,
525 &This->material,
526 sizeof(WINED3DMATERIAL)) != 0) {
527 TRACE("Updating material\n");
528 memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
531 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
532 &This->viewport,
533 sizeof(WINED3DVIEWPORT)) != 0) {
534 TRACE("Updating viewport\n");
535 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
538 if(This->set.scissorRect && memcmp(&targetStateBlock->scissorRect,
539 &This->scissorRect,
540 sizeof(targetStateBlock->scissorRect)))
542 TRACE("Updating scissor rect\n");
543 memcpy(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(targetStateBlock->scissorRect));
546 for (i = 0; i < MAX_STREAMS; i++) {
547 if (This->set.streamSource[i] &&
548 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
549 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
550 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
551 targetStateBlock->streamStride[i]);
552 This->streamStride[i] = targetStateBlock->streamStride[i];
553 This->streamSource[i] = targetStateBlock->streamSource[i];
556 if (This->set.streamFreq[i] &&
557 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
558 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
559 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
560 targetStateBlock->streamFlags[i]);
561 This->streamFreq[i] = targetStateBlock->streamFreq[i];
562 This->streamFlags[i] = targetStateBlock->streamFlags[i];
566 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
567 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
568 &This->clipplane[i],
569 sizeof(This->clipplane)) != 0) {
571 TRACE("Updating clipplane %d\n", i);
572 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
573 sizeof(This->clipplane));
577 /* Render */
578 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
580 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
581 TRACE("Updating renderState %d to %d\n", i, targetStateBlock->renderState[i]);
582 This->renderState[i] = targetStateBlock->renderState[i];
586 /* Texture states */
587 for (j = 0; j < MAX_TEXTURES; j++) {
588 /* TODO: move over to using memcpy */
589 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
590 if (This->set.textureState[j][i]) {
591 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", j,i, targetStateBlock->textureState[j][i],
592 This->textureState[j][i]);
593 This->textureState[j][i] = targetStateBlock->textureState[j][i];
598 /* Samplers */
599 /* TODO: move over to using memcpy */
600 for (j = 0; j < MAX_SAMPLERS; j++) {
601 if (This->set.textures[j]) {
602 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
603 This->textures[j] = targetStateBlock->textures[j];
605 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
606 if (This->set.samplerState[j][i]) {
607 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
608 j, i, targetStateBlock->samplerState[j][i],
609 This->samplerState[j][i]);
610 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
616 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
618 return WINED3D_OK;
621 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
622 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
623 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
625 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
626 should really perform a delta so that only the changes get updated*/
629 UINT i;
630 UINT j;
632 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
634 /* FIXME: Only apply applicable states not all states */
636 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
638 for(i = 0; i < LIGHTMAP_SIZE; i++) {
639 struct list *e;
641 LIST_FOR_EACH(e, &This->lightMap[i]) {
642 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
644 if(light->changed) {
645 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
647 if(light->enabledChanged) {
648 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
653 /* Vertex Shader */
654 if (This->set.vertexShader && This->changed.vertexShader) {
655 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
658 /* Vertex Shader Constants */
659 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
660 if (This->set.vertexShaderConstantsF[i] && This->changed.vertexShaderConstantsF[i])
661 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
664 for (i = 0; i < MAX_CONST_I; i++) {
665 if (This->set.vertexShaderConstantsI[i] && This->changed.vertexShaderConstantsI[i])
666 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
669 for (i = 0; i < MAX_CONST_B; i++) {
670 if (This->set.vertexShaderConstantsB[i] && This->changed.vertexShaderConstantsB[i])
671 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
675 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_PIXELSTATE) {
677 /* Pixel Shader */
678 if (This->set.pixelShader && This->changed.pixelShader) {
679 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
682 /* Pixel Shader Constants */
683 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
684 if (This->set.pixelShaderConstantsF[i] && This->changed.pixelShaderConstantsF[i])
685 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1);
688 for (i = 0; i < MAX_CONST_I; ++i) {
689 if (This->set.pixelShaderConstantsI[i] && This->changed.pixelShaderConstantsI[i])
690 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
693 for (i = 0; i < MAX_CONST_B; ++i) {
694 if (This->set.pixelShaderConstantsB[i] && This->changed.pixelShaderConstantsB[i])
695 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1);
699 if (This->set.fvf && This->changed.fvf) {
700 IWineD3DDevice_SetFVF(pDevice, This->fvf);
703 if (This->set.vertexDecl && This->changed.vertexDecl) {
704 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
707 /* Others + Render & Texture */
708 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
709 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
710 if (This->set.transform[i] && This->changed.transform[i])
711 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
714 if (This->set.indices && This->changed.indices) {
715 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
716 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
719 if (This->set.material && This->changed.material )
720 IWineD3DDevice_SetMaterial(pDevice, &This->material);
722 if (This->set.viewport && This->changed.viewport)
723 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
725 if (This->set.scissorRect && This->changed.scissorRect)
726 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
728 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
729 for (i=0; i<MAX_STREAMS; i++) {
730 if (This->set.streamSource[i] && This->changed.streamSource[i])
731 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
733 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
734 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
737 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
738 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
739 float clip[4];
741 clip[0] = This->clipplane[i][0];
742 clip[1] = This->clipplane[i][1];
743 clip[2] = This->clipplane[i][2];
744 clip[3] = This->clipplane[i][3];
745 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
749 /* Render */
750 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
751 if (This->set.renderState[i] && This->changed.renderState[i])
752 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
755 /* Texture states */
756 for (j = 0; j < MAX_TEXTURES; j++) { /* Set The texture first, just in case it resets the states? */
757 /* TODO: move over to memcpy */
758 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
759 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
760 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
761 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE;
762 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
763 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
764 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(j, i));
769 /* Samplers */
770 /* TODO: move over to memcpy */
771 for (j = 0 ; j < MAX_SAMPLERS; j++){
772 if (This->set.textures[j] && This->changed.textures[j]) {
773 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
775 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
776 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
777 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
778 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE;
779 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
782 /* SetTexture catches nop changes, so the above call does not assure that the sampler is updated */
783 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(j));
786 } else if (This->blockType == WINED3DSBT_PIXELSTATE) {
788 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
789 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
790 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
794 for (j = 0; j < MAX_TEXTURES; j++) {
795 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
796 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
797 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(j, SavedPixelStates_T[i]));
801 for (j = 0; j < MAX_SAMPLERS; j++) {
802 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
803 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
807 } else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
809 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
810 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
811 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
814 for (j = 0; j < MAX_TEXTURES; j++) {
815 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
816 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
817 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(j, SavedVertexStates_T[i]));
821 for (j = 0; j < MAX_SAMPLERS; j++) {
822 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
823 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
828 } else {
829 FIXME("Unrecognized state block type %d\n", This->blockType);
831 stateblock_savedstates_copy(iface, &((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed);
832 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
833 for(j = 0; j < MAX_TEXTURES - 1; j++) {
834 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
835 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
836 break;
839 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
841 return WINED3D_OK;
844 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
845 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
846 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
847 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
848 union {
849 WINED3DLINEPATTERN lp;
850 DWORD d;
851 } lp;
852 union {
853 float f;
854 DWORD d;
855 } tmpfloat;
856 unsigned int i;
858 /* Note this may have a large overhead but it should only be executed
859 once, in order to initialize the complete state of the device and
860 all opengl equivalents */
861 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
862 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
863 This->blockType = WINED3DSBT_INIT;
865 /* Set some of the defaults for lights, transforms etc */
866 memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
867 memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
868 for (i = 0; i < 256; ++i) {
869 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
872 TRACE("Render states\n");
873 /* Render states: */
874 if (ThisDevice->depthStencilBuffer != NULL) {
875 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
876 } else {
877 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
879 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
880 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
881 lp.lp.wRepeatFactor = 0;
882 lp.lp.wLinePattern = 0;
883 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
884 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
885 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
886 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
887 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
888 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
889 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
890 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
891 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
892 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
893 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
894 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
895 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
896 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
897 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
898 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
899 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
900 tmpfloat.f = 0.0f;
901 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
902 tmpfloat.f = 1.0f;
903 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
904 tmpfloat.f = 1.0f;
905 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
906 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
907 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
908 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
909 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
910 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
911 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
912 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
914 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
915 * so only a single call performed (and ensure defaults initialized before making that call)
917 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
918 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
920 This->renderState[WINED3DRS_STENCILREF] = 0;
921 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
922 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
923 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
924 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
925 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
926 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
927 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
928 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
929 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
930 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
931 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
932 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
933 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
934 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
935 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
936 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
937 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
938 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
939 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
940 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
941 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
942 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
943 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
944 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
945 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
946 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
947 tmpfloat.f = 1.0f;
948 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
949 tmpfloat.f = 1.0f;
950 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
951 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
952 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
953 tmpfloat.f = 1.0f;
954 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
955 tmpfloat.f = 0.0f;
956 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
957 tmpfloat.f = 0.0f;
958 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
959 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
960 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
961 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
962 tmpfloat.f = 1.0f;
963 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
964 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
965 tmpfloat.f = 64.0f;
966 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
967 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
968 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
969 tmpfloat.f = 0.0f;
970 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
971 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
972 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
973 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
974 /* states new in d3d9 */
975 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
976 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
977 tmpfloat.f = 1.0f;
978 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
979 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
980 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
981 tmpfloat.f = 0.0f;
982 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
983 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
984 tmpfloat.f = 1.0f;
985 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
986 tmpfloat.f = 0.0f;
987 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
988 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
989 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
990 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
991 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
992 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
993 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
994 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
995 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
996 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
997 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
998 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
999 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1000 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1001 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1002 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1003 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1004 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1005 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1006 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1007 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1008 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1009 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1010 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1011 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1013 /* clipping status */
1014 This->clip_status.ClipUnion = 0;
1015 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1017 /* Texture Stage States - Put directly into state block, we will call function below */
1018 for (i = 0; i < MAX_TEXTURES; i++) {
1019 TRACE("Setting up default texture states for texture Stage %d\n", i);
1020 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
1021 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1022 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1023 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1024 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1025 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1026 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1027 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
1028 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
1029 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
1030 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
1031 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1032 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
1033 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
1034 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1035 This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1036 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1037 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1038 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1040 This->lowest_disabled_stage = 1;
1042 /* Sampler states*/
1043 for (i = 0 ; i < MAX_SAMPLERS; i++) {
1044 TRACE("Setting up default samplers states for sampler %d\n", i);
1045 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1046 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1047 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1048 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1049 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1050 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1051 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1052 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1053 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1054 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1055 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1056 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1057 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1060 /* Under DirectX you can have texture stage operations even if no texture is
1061 bound, whereas opengl will only do texture operations when a valid texture is
1062 bound. We emulate this by creating dummy textures and binding them to each
1063 texture stage, but disable all stages by default. Hence if a stage is enabled
1064 then the default texture will kick in until replaced by a SetTexture call */
1065 ENTER_GL();
1067 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1068 /* The dummy texture does not have client storage backing */
1069 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1070 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1072 for (i = 0; i < GL_LIMITS(textures); i++) {
1073 GLubyte white = 255;
1075 /* Note this avoids calling settexture, so pretend it has been called */
1076 This->set.textures[i] = TRUE;
1077 This->changed.textures[i] = TRUE;
1078 This->textures[i] = NULL;
1080 /* Make appropriate texture active */
1081 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1082 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1083 checkGLcall("glActiveTextureARB");
1084 } else if (i > 0) {
1085 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1088 /* Generate an opengl texture name */
1089 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
1090 checkGLcall("glGenTextures");
1091 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
1093 /* Generate a dummy 2d texture (not using 1d because they cause many
1094 * DRI drivers fall back to sw) */
1095 This->textureDimensions[i] = GL_TEXTURE_2D;
1096 glBindTexture(GL_TEXTURE_2D, ThisDevice->dummyTextureName[i]);
1097 checkGLcall("glBindTexture");
1099 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1100 checkGLcall("glTexImage2D");
1102 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1103 /* Reenable because if supported it is enabled by default */
1104 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1105 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1108 LEAVE_GL();
1111 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1112 for (i = 0; i < MAX_PALETTES; ++i) {
1113 int j;
1114 for (j = 0; j < 256; ++j) {
1115 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
1116 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
1117 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
1118 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
1121 This->wineD3DDevice->currentPalette = 0;
1123 /* Set default GLSL program to NULL. We won't actually create one
1124 * until the app sets a vertex or pixel shader */
1125 This->glsl_program = NULL;
1127 TRACE("-----------------------> Device defaults now set up...\n");
1128 return WINED3D_OK;
1131 /**********************************************************
1132 * IWineD3DStateBlock VTbl follows
1133 **********************************************************/
1135 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1137 /* IUnknown */
1138 IWineD3DStateBlockImpl_QueryInterface,
1139 IWineD3DStateBlockImpl_AddRef,
1140 IWineD3DStateBlockImpl_Release,
1141 /* IWineD3DStateBlock */
1142 IWineD3DStateBlockImpl_GetParent,
1143 IWineD3DStateBlockImpl_GetDevice,
1144 IWineD3DStateBlockImpl_Capture,
1145 IWineD3DStateBlockImpl_Apply,
1146 IWineD3DStateBlockImpl_InitStartupStateBlock