crypt32: Initialize HashEncryptionAlgorithm.
[wine/wine-gecko.git] / dlls / wined3d / stateblock.c
blob41fca5a5b8238ee0d6fd83961ca6bd159d449162
1 /*
2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 static const DWORD pixel_states_render[] =
32 WINED3DRS_ALPHABLENDENABLE,
33 WINED3DRS_ALPHAFUNC,
34 WINED3DRS_ALPHAREF,
35 WINED3DRS_ALPHATESTENABLE,
36 WINED3DRS_ANTIALIASEDLINEENABLE,
37 WINED3DRS_BLENDFACTOR,
38 WINED3DRS_BLENDOP,
39 WINED3DRS_BLENDOPALPHA,
40 WINED3DRS_CCW_STENCILFAIL,
41 WINED3DRS_CCW_STENCILPASS,
42 WINED3DRS_CCW_STENCILZFAIL,
43 WINED3DRS_COLORWRITEENABLE,
44 WINED3DRS_COLORWRITEENABLE1,
45 WINED3DRS_COLORWRITEENABLE2,
46 WINED3DRS_COLORWRITEENABLE3,
47 WINED3DRS_DEPTHBIAS,
48 WINED3DRS_DESTBLEND,
49 WINED3DRS_DESTBLENDALPHA,
50 WINED3DRS_DITHERENABLE,
51 WINED3DRS_FILLMODE,
52 WINED3DRS_FOGDENSITY,
53 WINED3DRS_FOGEND,
54 WINED3DRS_FOGSTART,
55 WINED3DRS_LASTPIXEL,
56 WINED3DRS_SCISSORTESTENABLE,
57 WINED3DRS_SEPARATEALPHABLENDENABLE,
58 WINED3DRS_SHADEMODE,
59 WINED3DRS_SLOPESCALEDEPTHBIAS,
60 WINED3DRS_SRCBLEND,
61 WINED3DRS_SRCBLENDALPHA,
62 WINED3DRS_SRGBWRITEENABLE,
63 WINED3DRS_STENCILENABLE,
64 WINED3DRS_STENCILFAIL,
65 WINED3DRS_STENCILFUNC,
66 WINED3DRS_STENCILMASK,
67 WINED3DRS_STENCILPASS,
68 WINED3DRS_STENCILREF,
69 WINED3DRS_STENCILWRITEMASK,
70 WINED3DRS_STENCILZFAIL,
71 WINED3DRS_TEXTUREFACTOR,
72 WINED3DRS_TWOSIDEDSTENCILMODE,
73 WINED3DRS_WRAP0,
74 WINED3DRS_WRAP1,
75 WINED3DRS_WRAP10,
76 WINED3DRS_WRAP11,
77 WINED3DRS_WRAP12,
78 WINED3DRS_WRAP13,
79 WINED3DRS_WRAP14,
80 WINED3DRS_WRAP15,
81 WINED3DRS_WRAP2,
82 WINED3DRS_WRAP3,
83 WINED3DRS_WRAP4,
84 WINED3DRS_WRAP5,
85 WINED3DRS_WRAP6,
86 WINED3DRS_WRAP7,
87 WINED3DRS_WRAP8,
88 WINED3DRS_WRAP9,
89 WINED3DRS_ZENABLE,
90 WINED3DRS_ZFUNC,
91 WINED3DRS_ZWRITEENABLE,
94 static const DWORD pixel_states_texture[] =
96 WINED3DTSS_ALPHAARG0,
97 WINED3DTSS_ALPHAARG1,
98 WINED3DTSS_ALPHAARG2,
99 WINED3DTSS_ALPHAOP,
100 WINED3DTSS_BUMPENVLOFFSET,
101 WINED3DTSS_BUMPENVLSCALE,
102 WINED3DTSS_BUMPENVMAT00,
103 WINED3DTSS_BUMPENVMAT01,
104 WINED3DTSS_BUMPENVMAT10,
105 WINED3DTSS_BUMPENVMAT11,
106 WINED3DTSS_COLORARG0,
107 WINED3DTSS_COLORARG1,
108 WINED3DTSS_COLORARG2,
109 WINED3DTSS_COLOROP,
110 WINED3DTSS_RESULTARG,
111 WINED3DTSS_TEXCOORDINDEX,
112 WINED3DTSS_TEXTURETRANSFORMFLAGS,
115 static const DWORD pixel_states_sampler[] =
117 WINED3DSAMP_ADDRESSU,
118 WINED3DSAMP_ADDRESSV,
119 WINED3DSAMP_ADDRESSW,
120 WINED3DSAMP_BORDERCOLOR,
121 WINED3DSAMP_MAGFILTER,
122 WINED3DSAMP_MINFILTER,
123 WINED3DSAMP_MIPFILTER,
124 WINED3DSAMP_MIPMAPLODBIAS,
125 WINED3DSAMP_MAXMIPLEVEL,
126 WINED3DSAMP_MAXANISOTROPY,
127 WINED3DSAMP_SRGBTEXTURE,
128 WINED3DSAMP_ELEMENTINDEX,
131 static const DWORD vertex_states_render[] =
133 WINED3DRS_ADAPTIVETESS_W,
134 WINED3DRS_ADAPTIVETESS_X,
135 WINED3DRS_ADAPTIVETESS_Y,
136 WINED3DRS_ADAPTIVETESS_Z,
137 WINED3DRS_AMBIENT,
138 WINED3DRS_AMBIENTMATERIALSOURCE,
139 WINED3DRS_CLIPPING,
140 WINED3DRS_CLIPPLANEENABLE,
141 WINED3DRS_COLORVERTEX,
142 WINED3DRS_CULLMODE,
143 WINED3DRS_DIFFUSEMATERIALSOURCE,
144 WINED3DRS_EMISSIVEMATERIALSOURCE,
145 WINED3DRS_ENABLEADAPTIVETESSELLATION,
146 WINED3DRS_FOGCOLOR,
147 WINED3DRS_FOGDENSITY,
148 WINED3DRS_FOGENABLE,
149 WINED3DRS_FOGEND,
150 WINED3DRS_FOGSTART,
151 WINED3DRS_FOGTABLEMODE,
152 WINED3DRS_FOGVERTEXMODE,
153 WINED3DRS_INDEXEDVERTEXBLENDENABLE,
154 WINED3DRS_LIGHTING,
155 WINED3DRS_LOCALVIEWER,
156 WINED3DRS_MAXTESSELLATIONLEVEL,
157 WINED3DRS_MINTESSELLATIONLEVEL,
158 WINED3DRS_MULTISAMPLEANTIALIAS,
159 WINED3DRS_MULTISAMPLEMASK,
160 WINED3DRS_NORMALDEGREE,
161 WINED3DRS_NORMALIZENORMALS,
162 WINED3DRS_PATCHEDGESTYLE,
163 WINED3DRS_POINTSCALE_A,
164 WINED3DRS_POINTSCALE_B,
165 WINED3DRS_POINTSCALE_C,
166 WINED3DRS_POINTSCALEENABLE,
167 WINED3DRS_POINTSIZE,
168 WINED3DRS_POINTSIZE_MAX,
169 WINED3DRS_POINTSIZE_MIN,
170 WINED3DRS_POINTSPRITEENABLE,
171 WINED3DRS_POSITIONDEGREE,
172 WINED3DRS_RANGEFOGENABLE,
173 WINED3DRS_SHADEMODE,
174 WINED3DRS_SPECULARENABLE,
175 WINED3DRS_SPECULARMATERIALSOURCE,
176 WINED3DRS_TWEENFACTOR,
177 WINED3DRS_VERTEXBLEND,
180 static const DWORD vertex_states_texture[] =
182 WINED3DTSS_TEXCOORDINDEX,
183 WINED3DTSS_TEXTURETRANSFORMFLAGS,
186 static const DWORD vertex_states_sampler[] =
188 WINED3DSAMP_DMAPOFFSET,
191 /* Allocates the correct amount of space for pixel and vertex shader constants,
192 * along with their set/changed flags on the given stateblock object
194 static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
196 IWineD3DDeviceImpl *device = object->device;
198 /* Allocate space for floating point constants */
199 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
200 sizeof(float) * device->d3d_pshader_constantF * 4);
201 if (!object->pixelShaderConstantF) goto fail;
203 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
204 sizeof(BOOL) * device->d3d_pshader_constantF);
205 if (!object->changed.pixelShaderConstantsF) goto fail;
207 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
208 sizeof(float) * device->d3d_vshader_constantF * 4);
209 if (!object->vertexShaderConstantF) goto fail;
211 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
212 sizeof(BOOL) * device->d3d_vshader_constantF);
213 if (!object->changed.vertexShaderConstantsF) goto fail;
215 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
216 sizeof(DWORD) * device->d3d_vshader_constantF);
217 if (!object->contained_vs_consts_f) goto fail;
219 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
220 sizeof(DWORD) * device->d3d_pshader_constantF);
221 if (!object->contained_ps_consts_f) goto fail;
223 return WINED3D_OK;
225 fail:
226 ERR("Failed to allocate memory\n");
227 HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
228 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
229 HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
230 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
231 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
232 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
233 return E_OUTOFMEMORY;
236 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
238 DWORD mask = (1 << (map_size & 0x1f)) - 1;
239 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
240 if (mask) map[map_size >> 5] = mask;
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
246 unsigned int i;
248 /* Single values */
249 states->primitive_type = 1;
250 states->indices = 1;
251 states->material = 1;
252 states->viewport = 1;
253 states->vertexDecl = 1;
254 states->pixelShader = 1;
255 states->vertexShader = 1;
256 states->scissorRect = 1;
258 /* Fixed size arrays */
259 states->streamSource = 0xffff;
260 states->streamFreq = 0xffff;
261 states->textures = 0xfffff;
262 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
263 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
264 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
265 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
266 states->clipplane = 0xffffffff;
267 states->pixelShaderConstantsB = 0xffff;
268 states->pixelShaderConstantsI = 0xffff;
269 states->vertexShaderConstantsB = 0xffff;
270 states->vertexShaderConstantsI = 0xffff;
272 /* Dynamically sized arrays */
273 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
274 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
277 static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
279 DWORD texture_mask = 0;
280 WORD sampler_mask = 0;
281 unsigned int i;
283 states->pixelShader = 1;
285 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
287 DWORD rs = pixel_states_render[i];
288 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
291 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
292 texture_mask |= 1 << pixel_states_texture[i];
293 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
294 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
295 sampler_mask |= 1 << pixel_states_sampler[i];
296 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
297 states->pixelShaderConstantsB = 0xffff;
298 states->pixelShaderConstantsI = 0xffff;
300 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
303 static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
305 DWORD texture_mask = 0;
306 WORD sampler_mask = 0;
307 unsigned int i;
309 states->vertexDecl = 1;
310 states->vertexShader = 1;
312 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
314 DWORD rs = vertex_states_render[i];
315 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
318 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
319 texture_mask |= 1 << vertex_states_texture[i];
320 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
321 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
322 sampler_mask |= 1 << vertex_states_sampler[i];
323 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
324 states->vertexShaderConstantsB = 0xffff;
325 states->vertexShaderConstantsI = 0xffff;
327 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
330 void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
332 IWineD3DDeviceImpl *device = stateblock->device;
333 unsigned int i, j;
335 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
337 DWORD map = stateblock->changed.renderState[i];
338 for (j = 0; map; map >>= 1, ++j)
340 if (!(map & 1)) continue;
342 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
343 ++stateblock->num_contained_render_states;
347 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
349 DWORD map = stateblock->changed.transform[i];
350 for (j = 0; map; map >>= 1, ++j)
352 if (!(map & 1)) continue;
354 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
355 ++stateblock->num_contained_transform_states;
359 for (i = 0; i < device->d3d_vshader_constantF; ++i)
361 if (stateblock->changed.vertexShaderConstantsF[i])
363 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
364 ++stateblock->num_contained_vs_consts_f;
368 for (i = 0; i < MAX_CONST_I; ++i)
370 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
372 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
373 ++stateblock->num_contained_vs_consts_i;
377 for (i = 0; i < MAX_CONST_B; ++i)
379 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
381 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
382 ++stateblock->num_contained_vs_consts_b;
386 for (i = 0; i < device->d3d_pshader_constantF; ++i)
388 if (stateblock->changed.pixelShaderConstantsF[i])
390 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
391 ++stateblock->num_contained_ps_consts_f;
395 for (i = 0; i < MAX_CONST_I; ++i)
397 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
399 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
400 ++stateblock->num_contained_ps_consts_i;
404 for (i = 0; i < MAX_CONST_B; ++i)
406 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
408 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
409 ++stateblock->num_contained_ps_consts_b;
413 for (i = 0; i < MAX_TEXTURES; ++i)
415 DWORD map = stateblock->changed.textureState[i];
417 for(j = 0; map; map >>= 1, ++j)
419 if (!(map & 1)) continue;
421 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
422 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
423 ++stateblock->num_contained_tss_states;
427 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
429 DWORD map = stateblock->changed.samplerState[i];
431 for (j = 0; map; map >>= 1, ++j)
433 if (!(map & 1)) continue;
435 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
436 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
437 ++stateblock->num_contained_sampler_states;
442 static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
444 unsigned int i;
446 for (i = 0; i < LIGHTMAP_SIZE; ++i)
448 const struct wined3d_light_info *src_light;
450 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
452 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
454 *dst_light = *src_light;
455 list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
460 /**********************************************************
461 * IWineD3DStateBlockImpl IUnknown parts follows
462 **********************************************************/
463 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
465 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
466 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
467 if (IsEqualGUID(riid, &IID_IUnknown)
468 || IsEqualGUID(riid, &IID_IWineD3DStateBlock))
470 IUnknown_AddRef(iface);
471 *ppobj = This;
472 return S_OK;
474 *ppobj = NULL;
475 return E_NOINTERFACE;
478 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
479 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
480 ULONG refCount = InterlockedIncrement(&This->ref);
482 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
483 return refCount;
486 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
487 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
488 ULONG refCount = InterlockedDecrement(&This->ref);
490 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
492 if (!refCount) {
493 int counter;
495 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
497 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
499 if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]);
502 for (counter = 0; counter < MAX_STREAMS; ++counter)
504 struct wined3d_buffer *buffer = This->streams[counter].buffer;
505 if (buffer)
507 if (IWineD3DBuffer_Release((IWineD3DBuffer *)buffer))
509 WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter);
513 if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
514 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
515 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
517 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
518 struct list *e1, *e2;
519 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter])
521 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
522 list_remove(&light->entry);
523 HeapFree(GetProcessHeap(), 0, light);
527 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
528 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
529 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
530 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
531 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
532 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
533 HeapFree(GetProcessHeap(), 0, This);
535 return refCount;
538 /**********************************************************
539 * IWineD3DStateBlockImpl parts follows
540 **********************************************************/
541 static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
543 UINT i;
545 /* Lights... For a recorded state block, we just had a chain of actions to perform,
546 * so we need to walk that chain and update any actions which differ
548 for(i = 0; i < LIGHTMAP_SIZE; i++) {
549 struct list *e, *f;
550 LIST_FOR_EACH(e, &This->lightMap[i]) {
551 BOOL updated = FALSE;
552 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
554 /* Look up the light in the destination */
555 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
556 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
557 if (realLight->OriginalIndex == src->OriginalIndex)
559 src->OriginalParms = realLight->OriginalParms;
561 if (realLight->glIndex == -1 && src->glIndex != -1)
563 /* Light disabled */
564 This->activeLights[src->glIndex] = NULL;
566 else if (realLight->glIndex != -1 && src->glIndex == -1)
568 /* Light enabled */
569 This->activeLights[realLight->glIndex] = src;
571 src->glIndex = realLight->glIndex;
572 updated = TRUE;
573 break;
577 if (!updated)
579 /* This can happen if the light was originally created as a
580 * default light for SetLightEnable() while recording. */
581 WARN("Light %u in stateblock %p does not exist in device stateblock %p.\n",
582 src->OriginalIndex, This, targetStateBlock);
584 src->OriginalParms = WINED3D_default_light;
585 if (src->glIndex != -1)
587 This->activeLights[src->glIndex] = NULL;
588 src->glIndex = -1;
595 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
597 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
598 IWineD3DStateBlockImpl *targetStateBlock = This->device->stateBlock;
599 unsigned int i;
600 DWORD map;
602 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
604 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader)
606 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
608 if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
609 if (This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
610 This->vertexShader = targetStateBlock->vertexShader;
613 /* Vertex Shader Float Constants */
614 for (i = 0; i < This->num_contained_vs_consts_f; ++i)
616 unsigned int idx = This->contained_vs_consts_f[i];
618 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
619 This, targetStateBlock, idx,
620 targetStateBlock->vertexShaderConstantF[idx * 4 + 0],
621 targetStateBlock->vertexShaderConstantF[idx * 4 + 1],
622 targetStateBlock->vertexShaderConstantF[idx * 4 + 2],
623 targetStateBlock->vertexShaderConstantF[idx * 4 + 3]);
625 This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0];
626 This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1];
627 This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2];
628 This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3];
631 /* Vertex Shader Integer Constants */
632 for (i = 0; i < This->num_contained_vs_consts_i; ++i)
634 unsigned int idx = This->contained_vs_consts_i[i];
636 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
637 This, targetStateBlock, idx,
638 targetStateBlock->vertexShaderConstantI[idx * 4 + 0],
639 targetStateBlock->vertexShaderConstantI[idx * 4 + 1],
640 targetStateBlock->vertexShaderConstantI[idx * 4 + 2],
641 targetStateBlock->vertexShaderConstantI[idx * 4 + 3]);
643 This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0];
644 This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1];
645 This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2];
646 This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3];
649 /* Vertex Shader Boolean Constants */
650 for (i = 0; i < This->num_contained_vs_consts_b; ++i)
652 unsigned int idx = This->contained_vs_consts_b[i];
654 TRACE("Setting %p from %p %u to %s.\n",
655 This, targetStateBlock, idx,
656 targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE");
658 This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[idx];
661 /* Pixel Shader Float Constants */
662 for (i = 0; i < This->num_contained_ps_consts_f; ++i)
664 unsigned int idx = This->contained_ps_consts_f[i];
666 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
667 This, targetStateBlock, idx,
668 targetStateBlock->pixelShaderConstantF[idx * 4 + 0],
669 targetStateBlock->pixelShaderConstantF[idx * 4 + 1],
670 targetStateBlock->pixelShaderConstantF[idx * 4 + 2],
671 targetStateBlock->pixelShaderConstantF[idx * 4 + 3]);
673 This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0];
674 This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1];
675 This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2];
676 This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3];
679 /* Pixel Shader Integer Constants */
680 for (i = 0; i < This->num_contained_ps_consts_i; ++i)
682 unsigned int idx = This->contained_ps_consts_i[i];
683 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
684 This, targetStateBlock, idx,
685 targetStateBlock->pixelShaderConstantI[idx * 4 + 0],
686 targetStateBlock->pixelShaderConstantI[idx * 4 + 1],
687 targetStateBlock->pixelShaderConstantI[idx * 4 + 2],
688 targetStateBlock->pixelShaderConstantI[idx * 4 + 3]);
690 This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0];
691 This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1];
692 This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2];
693 This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3];
696 /* Pixel Shader Boolean Constants */
697 for (i = 0; i < This->num_contained_ps_consts_b; ++i)
699 unsigned int idx = This->contained_ps_consts_b[i];
700 TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
701 targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE");
703 This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx];
706 /* Others + Render & Texture */
707 for (i = 0; i < This->num_contained_transform_states; ++i)
709 WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
711 TRACE("Updating transform %#x.\n", transform);
713 This->state.transforms[transform] = targetStateBlock->state.transforms[transform];
716 if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
718 if (This->changed.indices
719 && ((This->pIndexData != targetStateBlock->pIndexData)
720 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
721 || (This->IndexFmt != targetStateBlock->IndexFmt)))
723 TRACE("Updating pIndexData to %p, baseVertexIndex to %d.\n",
724 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
726 if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
727 if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
728 This->pIndexData = targetStateBlock->pIndexData;
729 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
730 This->IndexFmt = targetStateBlock->IndexFmt;
733 if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl)
735 TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl);
737 if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
738 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
739 This->vertexDecl = targetStateBlock->vertexDecl;
742 if (This->changed.material && memcmp(&targetStateBlock->state.material,
743 &This->state.material, sizeof(This->state.material)))
745 TRACE("Updating material.\n");
747 This->state.material = targetStateBlock->state.material;
750 if (This->changed.viewport && memcmp(&targetStateBlock->state.viewport,
751 &This->state.viewport, sizeof(This->state.viewport)))
753 TRACE("Updating viewport.\n");
755 This->state.viewport = targetStateBlock->state.viewport;
758 if (This->changed.scissorRect && memcmp(&targetStateBlock->state.scissor_rect,
759 &This->state.scissor_rect, sizeof(This->state.scissor_rect)))
761 TRACE("Updating scissor rect.\n");
763 This->state.scissor_rect = targetStateBlock->state.scissor_rect;
766 map = This->changed.streamSource;
767 for (i = 0; map; map >>= 1, ++i)
769 if (!(map & 1)) continue;
771 if (This->streams[i].stride != targetStateBlock->streams[i].stride
772 || This->streams[i].buffer != targetStateBlock->streams[i].buffer)
774 TRACE("Updating stream source %u to %p, stride to %u.\n",
775 i, targetStateBlock->streams[i].buffer, targetStateBlock->streams[i].stride);
777 This->streams[i].stride = targetStateBlock->streams[i].stride;
778 if (targetStateBlock->streams[i].buffer)
779 IWineD3DBuffer_AddRef((IWineD3DBuffer *)targetStateBlock->streams[i].buffer);
780 if (This->streams[i].buffer)
781 IWineD3DBuffer_Release((IWineD3DBuffer *)This->streams[i].buffer);
782 This->streams[i].buffer = targetStateBlock->streams[i].buffer;
786 map = This->changed.streamFreq;
787 for (i = 0; map; map >>= 1, ++i)
789 if (!(map & 1)) continue;
791 if (This->streams[i].frequency != targetStateBlock->streams[i].frequency
792 || This->streams[i].flags != targetStateBlock->streams[i].flags)
794 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
795 i, targetStateBlock->streams[i].frequency, targetStateBlock->streams[i].flags);
797 This->streams[i].frequency = targetStateBlock->streams[i].frequency;
798 This->streams[i].flags = targetStateBlock->streams[i].flags;
802 map = This->changed.clipplane;
803 for (i = 0; map; map >>= 1, ++i)
805 if (!(map & 1)) continue;
807 if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
809 TRACE("Updating clipplane %u.\n", i);
810 memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
814 /* Render */
815 for (i = 0; i < This->num_contained_render_states; ++i)
817 WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
819 TRACE("Updating render state %#x to %u.\n", rs, targetStateBlock->state.render_states[rs]);
821 This->state.render_states[rs] = targetStateBlock->state.render_states[rs];
824 /* Texture states */
825 for (i = 0; i < This->num_contained_tss_states; ++i)
827 DWORD stage = This->contained_tss_states[i].stage;
828 DWORD state = This->contained_tss_states[i].state;
830 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
831 targetStateBlock->state.texture_states[stage][state],
832 This->state.texture_states[stage][state]);
834 This->state.texture_states[stage][state] = targetStateBlock->state.texture_states[stage][state];
837 /* Samplers */
838 map = This->changed.textures;
839 for (i = 0; map; map >>= 1, ++i)
841 if (!(map & 1)) continue;
843 TRACE("Updating texture %u to %p (was %p).\n", i, targetStateBlock->textures[i], This->textures[i]);
845 if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
846 if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
847 This->textures[i] = targetStateBlock->textures[i];
850 for (i = 0; i < This->num_contained_sampler_states; ++i)
852 DWORD stage = This->contained_sampler_states[i].stage;
853 DWORD state = This->contained_sampler_states[i].state;
855 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
856 targetStateBlock->state.sampler_states[stage][state],
857 This->state.sampler_states[stage][state]);
859 This->state.sampler_states[stage][state] = targetStateBlock->state.sampler_states[stage][state];
862 if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader)
864 if (targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
865 if (This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
866 This->pixelShader = targetStateBlock->pixelShader;
869 record_lights(This, targetStateBlock);
871 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
873 return WINED3D_OK;
876 static void apply_lights(IWineD3DDevice *device, const IWineD3DStateBlockImpl *This)
878 UINT i;
879 for(i = 0; i < LIGHTMAP_SIZE; i++) {
880 struct list *e;
882 LIST_FOR_EACH(e, &This->lightMap[i])
884 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
886 IWineD3DDevice_SetLight(device, light->OriginalIndex, &light->OriginalParms);
887 IWineD3DDevice_SetLightEnable(device, light->OriginalIndex, light->glIndex != -1);
892 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
894 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
895 IWineD3DDevice *device = (IWineD3DDevice *)This->device;
896 unsigned int i;
897 DWORD map;
899 TRACE("(%p) : Applying state block %p ------------------v\n", This, device);
901 TRACE("Blocktype: %d\n", This->blockType);
903 if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(device, This->vertexShader);
905 /* Vertex Shader Constants */
906 for (i = 0; i < This->num_contained_vs_consts_f; ++i)
908 IWineD3DDevice_SetVertexShaderConstantF(device, This->contained_vs_consts_f[i],
909 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
911 for (i = 0; i < This->num_contained_vs_consts_i; ++i)
913 IWineD3DDevice_SetVertexShaderConstantI(device, This->contained_vs_consts_i[i],
914 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
916 for (i = 0; i < This->num_contained_vs_consts_b; ++i)
918 IWineD3DDevice_SetVertexShaderConstantB(device, This->contained_vs_consts_b[i],
919 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
922 apply_lights(device, This);
924 if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(device, This->pixelShader);
926 /* Pixel Shader Constants */
927 for (i = 0; i < This->num_contained_ps_consts_f; ++i)
929 IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
930 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
932 for (i = 0; i < This->num_contained_ps_consts_i; ++i)
934 IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
935 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
937 for (i = 0; i < This->num_contained_ps_consts_b; ++i)
939 IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
940 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
943 /* Render */
944 for (i = 0; i < This->num_contained_render_states; ++i)
946 IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
947 This->state.render_states[This->contained_render_states[i]]);
950 /* Texture states */
951 for (i = 0; i < This->num_contained_tss_states; ++i)
953 DWORD stage = This->contained_tss_states[i].stage;
954 DWORD state = This->contained_tss_states[i].state;
956 IWineD3DDevice_SetTextureStageState(device, stage, state, This->state.texture_states[stage][state]);
959 /* Sampler states */
960 for (i = 0; i < This->num_contained_sampler_states; ++i)
962 DWORD stage = This->contained_sampler_states[i].stage;
963 DWORD state = This->contained_sampler_states[i].state;
964 DWORD value = This->state.sampler_states[stage][state];
966 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
967 IWineD3DDevice_SetSamplerState(device, stage, state, value);
970 for (i = 0; i < This->num_contained_transform_states; ++i)
972 IWineD3DDevice_SetTransform(device, This->contained_transform_states[i],
973 &This->state.transforms[This->contained_transform_states[i]]);
976 if (This->changed.primitive_type)
978 This->device->updateStateBlock->changed.primitive_type = TRUE;
979 This->device->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
982 if (This->changed.indices)
984 IWineD3DDevice_SetIndexBuffer(device, This->pIndexData, This->IndexFmt);
985 IWineD3DDevice_SetBaseVertexIndex(device, This->baseVertexIndex);
988 if (This->changed.vertexDecl && This->vertexDecl)
990 IWineD3DDevice_SetVertexDeclaration(device, This->vertexDecl);
993 if (This->changed.material)
995 IWineD3DDevice_SetMaterial(device, &This->state.material);
998 if (This->changed.viewport)
1000 IWineD3DDevice_SetViewport(device, &This->state.viewport);
1003 if (This->changed.scissorRect)
1005 IWineD3DDevice_SetScissorRect(device, &This->state.scissor_rect);
1008 map = This->changed.streamSource;
1009 for (i = 0; map; map >>= 1, ++i)
1011 if (map & 1)
1012 IWineD3DDevice_SetStreamSource(device, i,
1013 (IWineD3DBuffer *)This->streams[i].buffer,
1014 0, This->streams[i].stride);
1017 map = This->changed.streamFreq;
1018 for (i = 0; map; map >>= 1, ++i)
1020 if (map & 1)
1021 IWineD3DDevice_SetStreamSourceFreq(device, i, This->streams[i].frequency | This->streams[i].flags);
1024 map = This->changed.textures;
1025 for (i = 0; map; map >>= 1, ++i)
1027 DWORD stage;
1029 if (!(map & 1)) continue;
1031 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1032 IWineD3DDevice_SetTexture(device, stage, This->textures[i]);
1035 map = This->changed.clipplane;
1036 for (i = 0; map; map >>= 1, ++i)
1038 float clip[4];
1040 if (!(map & 1)) continue;
1042 clip[0] = This->clipplane[i][0];
1043 clip[1] = This->clipplane[i][1];
1044 clip[2] = This->clipplane[i][2];
1045 clip[3] = This->clipplane[i][3];
1046 IWineD3DDevice_SetClipPlane(device, i, clip);
1049 This->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1050 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1052 if (This->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1054 This->device->stateBlock->state.lowest_disabled_stage = i;
1055 break;
1058 TRACE("(%p) : Applied state block %p ------------------^\n", This, device);
1060 return WINED3D_OK;
1063 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1064 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1065 IWineD3DDevice *device = (IWineD3DDevice *)This->device;
1066 IWineD3DDeviceImpl *device_impl = (IWineD3DDeviceImpl *)device;
1067 const struct wined3d_gl_info *gl_info = &device_impl->adapter->gl_info;
1068 union {
1069 WINED3DLINEPATTERN lp;
1070 DWORD d;
1071 } lp;
1072 union {
1073 float f;
1074 DWORD d;
1075 } tmpfloat;
1076 unsigned int i;
1077 IWineD3DSwapChain *swapchain;
1078 IWineD3DSurface *backbuffer;
1079 HRESULT hr;
1081 /* Note this may have a large overhead but it should only be executed
1082 once, in order to initialize the complete state of the device and
1083 all opengl equivalents */
1084 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, device);
1085 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1086 This->blockType = WINED3DSBT_INIT;
1088 /* Set some of the defaults for lights, transforms etc */
1089 memcpy(&This->state.transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1090 memcpy(&This->state.transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1091 for (i = 0; i < 256; ++i)
1093 memcpy(&This->state.transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1096 TRACE("Render states\n");
1097 /* Render states: */
1098 if (device_impl->auto_depth_stencil)
1099 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1100 else
1101 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1102 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1103 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1104 lp.lp.wRepeatFactor = 0;
1105 lp.lp.wLinePattern = 0;
1106 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1107 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1111 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1113 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1114 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1115 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1116 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1117 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1118 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1119 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1120 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1121 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1122 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1123 tmpfloat.f = 0.0f;
1124 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1125 tmpfloat.f = 1.0f;
1126 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1127 tmpfloat.f = 1.0f;
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1130 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1131 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1132 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1133 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1134 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1135 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1139 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1141 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1142 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1144 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1147 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1148 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1150 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1151 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1152 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1153 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1154 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1155 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1156 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1157 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1158 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1159 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1160 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1161 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1163 tmpfloat.f = 1.0f;
1164 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1165 tmpfloat.f = 1.0f;
1166 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1167 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1168 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1169 tmpfloat.f = 1.0f;
1170 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1171 tmpfloat.f = 0.0f;
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1173 tmpfloat.f = 0.0f;
1174 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1176 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1177 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1178 tmpfloat.f = 1.0f;
1179 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1180 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1181 tmpfloat.f = gl_info->limits.pointsize_max;
1182 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1183 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1184 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1185 tmpfloat.f = 0.0f;
1186 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1188 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1189 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1190 /* states new in d3d9 */
1191 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1192 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1193 tmpfloat.f = 1.0f;
1194 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1195 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1196 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1197 tmpfloat.f = 0.0f;
1198 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1199 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1200 tmpfloat.f = 1.0f;
1201 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1202 tmpfloat.f = 0.0f;
1203 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1204 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1205 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1206 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1207 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1208 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1209 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1210 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1211 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1212 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1213 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1214 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1215 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1216 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1217 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1218 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1219 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1220 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1221 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1222 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1223 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1224 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1225 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1226 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1227 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1229 /* clipping status */
1230 This->clip_status.ClipUnion = 0;
1231 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1233 /* Texture Stage States - Put directly into state block, we will call function below */
1234 for (i = 0; i < MAX_TEXTURES; ++i)
1236 TRACE("Setting up default texture states for texture Stage %u.\n", i);
1237 memcpy(&This->state.transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1238 This->state.texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
1239 This->state.texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE;
1240 This->state.texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT;
1241 This->state.texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
1242 This->state.texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE;
1243 This->state.texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT;
1244 This->state.texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0;
1245 This->state.texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0;
1246 This->state.texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0;
1247 This->state.texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0;
1248 This->state.texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i;
1249 This->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0;
1250 This->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0;
1251 This->state.texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE;
1252 This->state.texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT;
1253 This->state.texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT;
1254 This->state.texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT;
1256 This->state.lowest_disabled_stage = 1;
1258 /* Sampler states*/
1259 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
1261 TRACE("Setting up default samplers states for sampler %u.\n", i);
1262 This->state.sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP;
1263 This->state.sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP;
1264 This->state.sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP;
1265 This->state.sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0;
1266 This->state.sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT;
1267 This->state.sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT;
1268 This->state.sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE;
1269 This->state.sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0;
1270 This->state.sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0;
1271 This->state.sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1;
1272 This->state.sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0;
1273 /* TODO: Indicates which element of a multielement texture to use. */
1274 This->state.sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0;
1275 /* TODO: Vertex offset in the presampled displacement map. */
1276 This->state.sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0;
1279 for (i = 0; i < gl_info->limits.textures; ++i)
1281 /* Note: This avoids calling SetTexture, so pretend it has been called */
1282 This->changed.textures |= 1 << i;
1283 This->textures[i] = NULL;
1286 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1287 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1288 if (SUCCEEDED(hr) && swapchain)
1290 WINED3DVIEWPORT vp;
1292 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1293 if (SUCCEEDED(hr) && backbuffer)
1295 WINED3DSURFACE_DESC desc;
1296 RECT scissorrect;
1298 IWineD3DSurface_GetDesc(backbuffer, &desc);
1299 IWineD3DSurface_Release(backbuffer);
1301 /* Set the default scissor rect values */
1302 scissorrect.left = 0;
1303 scissorrect.right = desc.width;
1304 scissorrect.top = 0;
1305 scissorrect.bottom = desc.height;
1306 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1307 if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
1310 /* Set the default viewport */
1311 vp.X = 0;
1312 vp.Y = 0;
1313 vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1314 vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1315 vp.MinZ = 0.0f;
1316 vp.MaxZ = 1.0f;
1317 IWineD3DDevice_SetViewport(device, &vp);
1319 IWineD3DSwapChain_Release(swapchain);
1322 TRACE("-----------------------> Device defaults now set up...\n");
1323 return WINED3D_OK;
1326 /**********************************************************
1327 * IWineD3DStateBlock VTbl follows
1328 **********************************************************/
1330 static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1332 /* IUnknown */
1333 IWineD3DStateBlockImpl_QueryInterface,
1334 IWineD3DStateBlockImpl_AddRef,
1335 IWineD3DStateBlockImpl_Release,
1336 /* IWineD3DStateBlock */
1337 IWineD3DStateBlockImpl_Capture,
1338 IWineD3DStateBlockImpl_Apply,
1339 IWineD3DStateBlockImpl_InitStartupStateBlock
1342 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
1344 unsigned int i;
1345 HRESULT hr;
1347 stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
1348 stateblock->ref = 1;
1349 stateblock->device = device;
1350 stateblock->blockType = type;
1352 for (i = 0; i < LIGHTMAP_SIZE; i++)
1354 list_init(&stateblock->lightMap[i]);
1357 hr = stateblock_allocate_shader_constants(stateblock);
1358 if (FAILED(hr)) return hr;
1360 /* The WINED3DSBT_INIT stateblock type is used during initialization to
1361 * produce a placeholder stateblock so other functions called can update a
1362 * state block. */
1363 if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1365 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1367 switch (type)
1369 case WINED3DSBT_ALL:
1370 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1371 stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1372 device->d3d_pshader_constantF);
1373 break;
1375 case WINED3DSBT_PIXELSTATE:
1376 stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1377 break;
1379 case WINED3DSBT_VERTEXSTATE:
1380 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1381 stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1382 break;
1384 default:
1385 FIXME("Unrecognized state block type %#x.\n", type);
1386 break;
1389 stateblock_init_contained_states(stateblock);
1390 IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
1392 return WINED3D_OK;