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
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
29 /**********************************************************
30 * IWineD3DStateBlockImpl IUnknown parts follows
31 **********************************************************/
32 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
34 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
35 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
36 if (IsEqualGUID(riid
, &IID_IUnknown
)
37 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
38 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
)){
39 IUnknown_AddRef(iface
);
47 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
48 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
49 ULONG refCount
= InterlockedIncrement(&This
->ref
);
51 TRACE("(%p) : AddRef increasing from %ld\n", This
, refCount
- 1);
55 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
56 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
57 ULONG refCount
= InterlockedDecrement(&This
->ref
);
59 TRACE("(%p) : Releasing from %ld\n", This
, refCount
+ 1);
62 /* type 0 represents the primary stateblock, so free all the resources */
63 if (This
->blockType
== WINED3DSBT_INIT
) {
65 FIXME("Releasing primary stateblock\n");
66 /* Free any streams still bound */
67 for (counter
= 0 ; counter
< MAX_STREAMS
; counter
++) {
68 if (This
->streamSource
[counter
] != NULL
) {
69 IWineD3DVertexBuffer_Release(This
->streamSource
[counter
]);
70 This
->streamSource
[counter
] = NULL
;
74 /* free any index data */
75 if (This
->pIndexData
) {
76 IWineD3DIndexBuffer_Release(This
->pIndexData
);
77 This
->pIndexData
= NULL
;
80 if (NULL
!= This
->pixelShader
) {
81 IWineD3DPixelShader_Release(This
->pixelShader
);
84 if (NULL
!= This
->vertexShader
) {
85 IWineD3DVertexShader_Release(This
->vertexShader
);
88 if (NULL
!= This
->vertexDecl
) {
89 IWineD3DVertexDeclaration_Release(This
->vertexDecl
);
92 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
93 for (counter
= 0; counter
< GL_LIMITS(sampler_stages
); counter
++) {
94 if (This
->textures
[counter
]) {
95 /* release our 'internal' hold on the texture */
96 if(0 != IWineD3DBaseTexture_Release(This
->textures
[counter
])) {
97 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter
, This
->textures
[counter
]);
103 HeapFree(GetProcessHeap(), 0, This
);
108 /**********************************************************
109 * IWineD3DStateBlockImpl parts follows
110 **********************************************************/
111 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
112 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
113 IUnknown_AddRef(This
->parent
);
114 *pParent
= This
->parent
;
118 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
120 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
122 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
123 IWineD3DDevice_AddRef(*ppDevice
);
128 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
130 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
131 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
133 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
135 /* If not recorded, then update can just recapture */
136 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
137 IWineD3DStateBlockImpl
* tmpBlock
;
138 PLIGHTINFOEL
*tmp
= This
->lights
;
140 IWineD3DDevice_CreateStateBlock((IWineD3DDevice
*)This
->wineD3DDevice
, This
->blockType
, (IWineD3DStateBlock
**) &tmpBlock
, NULL
/*parent*/);
142 /* Note just swap the light chains over so when deleting, the old one goes */
143 memcpy(This
, tmpBlock
, sizeof(IWineD3DStateBlockImpl
));
144 tmpBlock
->lights
= tmp
;
146 /* Delete the temporary one (which points to the old light chain though */
147 IWineD3DStateBlock_Release((IWineD3DStateBlock
*)tmpBlock
);
148 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
155 /* Recorded => Only update 'changed' values */
156 if (This
->vertexShader
!= targetStateBlock
->vertexShader
) {
157 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
159 if (targetStateBlock
->vertexShader
) {
160 IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
162 if (This
->vertexShader
) {
163 IWineD3DVertexShader_Release(This
->vertexShader
);
166 This
->vertexShader
= targetStateBlock
->vertexShader
;
169 /* Vertex Shader Constants */
170 for (i
= 0; i
< MAX_VSHADER_CONSTANTS
; ++i
) {
172 if (This
->set
.vertexShaderConstantsF
[i
]) {
173 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
174 targetStateBlock
->vertexShaderConstantF
[i
* 4],
175 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1],
176 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2],
177 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3]);
179 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
180 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
181 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
182 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
185 if (This
->set
.vertexShaderConstantsI
[i
]) {
186 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
187 targetStateBlock
->vertexShaderConstantI
[i
* 4],
188 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1],
189 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2],
190 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3]);
192 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
193 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
194 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
195 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
198 if (This
->set
.vertexShaderConstantsB
[i
]) {
199 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
200 targetStateBlock
->vertexShaderConstantB
[i
]? "TRUE":"FALSE");
202 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
206 /* Lights... For a recorded state block, we just had a chain of actions to perform,
207 so we need to walk that chain and update any actions which differ */
209 while (src
!= NULL
) {
210 PLIGHTINFOEL
*realLight
= NULL
;
212 /* Locate the light in the live lights */
213 realLight
= targetStateBlock
->lights
;
214 while (realLight
!= NULL
&& realLight
->OriginalIndex
!= src
->OriginalIndex
) realLight
= realLight
->next
;
216 /* If 'changed' then its a SetLight command. Rather than comparing to see
217 if the OriginalParms have changed and then copy them (twice through
218 memory) just do the copy */
221 /* If the light exists, copy its parameters, otherwise copy the default parameters */
222 const WINED3DLIGHT
* params
= realLight
? &realLight
->OriginalParms
: &WINED3D_default_light
;
223 TRACE("Updating lights for light %ld\n", src
->OriginalIndex
);
224 memcpy(&src
->OriginalParms
, params
, sizeof(*params
));
227 /* If 'enabledchanged' then its a LightEnable command */
228 if (src
->enabledChanged
) {
230 /* If the light exists, check if it's enabled, otherwise default is disabled state */
231 TRACE("Updating lightEnabled for light %ld\n", src
->OriginalIndex
);
232 src
->lightEnabled
= realLight
? realLight
->lightEnabled
: FALSE
;
238 /* Recorded => Only update 'changed' values */
239 if (This
->pixelShader
!= targetStateBlock
->pixelShader
) {
240 TRACE("Updating pixel shader from %p to %p\n", This
->pixelShader
, targetStateBlock
->pixelShader
);
242 if (targetStateBlock
->pixelShader
) {
243 IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
245 if (This
->pixelShader
) {
246 IWineD3DPixelShader_Release(This
->pixelShader
);
249 This
->pixelShader
= targetStateBlock
->pixelShader
;
252 for (i
= 0; i
< MAX_PSHADER_CONSTANTS
; ++i
) {
254 if (This
->set
.pixelShaderConstantsF
[i
]) {
255 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
256 targetStateBlock
->pixelShaderConstantF
[i
* 4],
257 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1],
258 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2],
259 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3]);
261 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
262 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
263 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
264 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
267 if (This
->set
.pixelShaderConstantsI
[i
]) {
268 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
269 targetStateBlock
->pixelShaderConstantI
[i
* 4],
270 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1],
271 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2],
272 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3]);
274 This
->pixelShaderConstantI
[i
* 4] = targetStateBlock
->pixelShaderConstantI
[i
* 4];
275 This
->pixelShaderConstantI
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1];
276 This
->pixelShaderConstantI
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2];
277 This
->pixelShaderConstantI
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3];
280 if (This
->set
.pixelShaderConstantsB
[i
]) {
281 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
282 targetStateBlock
->pixelShaderConstantB
[i
]? "TRUE":"FALSE");
284 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
288 /* Others + Render & Texture */
289 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
290 if (This
->set
.transform
[i
] && memcmp(&targetStateBlock
->transforms
[i
],
291 &This
->transforms
[i
],
292 sizeof(D3DMATRIX
)) != 0) {
293 TRACE("Updating transform %d\n", i
);
294 memcpy(&This
->transforms
[i
], &targetStateBlock
->transforms
[i
], sizeof(D3DMATRIX
));
298 if (This
->set
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
299 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
300 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
301 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
302 This
->pIndexData
= targetStateBlock
->pIndexData
;
303 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
306 if(This
->set
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
307 TRACE("Updating vertex declaration from %p to %p\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
309 if (targetStateBlock
->vertexDecl
) {
310 IWineD3DVertexDeclaration_AddRef(targetStateBlock
->vertexDecl
);
312 if (This
->vertexDecl
) {
313 IWineD3DVertexDeclaration_Release(This
->vertexDecl
);
316 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
319 if(This
->set
.fvf
&& This
->fvf
!= targetStateBlock
->fvf
){
320 This
->fvf
= targetStateBlock
->fvf
;
323 if (This
->set
.material
&& memcmp(&targetStateBlock
->material
,
325 sizeof(D3DMATERIAL9
)) != 0) {
326 TRACE("Updating material\n");
327 memcpy(&This
->material
, &targetStateBlock
->material
, sizeof(D3DMATERIAL9
));
330 if (This
->set
.viewport
&& memcmp(&targetStateBlock
->viewport
,
332 sizeof(D3DVIEWPORT9
)) != 0) {
333 TRACE("Updating viewport\n");
334 memcpy(&This
->viewport
, &targetStateBlock
->viewport
, sizeof(D3DVIEWPORT9
));
337 for (i
= 0; i
< MAX_STREAMS
; i
++) {
338 if (This
->set
.streamSource
[i
] &&
339 ((This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]) ||
340 (This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
]))) {
341 TRACE("Updating stream source %d to %p, stride to %d\n", i
, targetStateBlock
->streamSource
[i
],
342 targetStateBlock
->streamStride
[i
]);
343 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
344 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
347 if (This
->set
.streamFreq
[i
] &&
348 (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
349 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])){
350 TRACE("Updating stream frequency %d to %d flags to %d\n", i
, targetStateBlock
->streamFreq
[i
] ,
351 targetStateBlock
->streamFlags
[i
]);
352 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
353 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
357 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
358 if (This
->set
.clipplane
[i
] && memcmp(&targetStateBlock
->clipplane
[i
],
360 sizeof(This
->clipplane
)) != 0) {
362 TRACE("Updating clipplane %d\n", i
);
363 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
364 sizeof(This
->clipplane
));
369 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
371 if (This
->set
.renderState
[i
] && (This
->renderState
[i
] != targetStateBlock
->renderState
[i
])) {
372 TRACE("Updating renderState %d to %ld\n", i
, targetStateBlock
->renderState
[i
]);
373 This
->renderState
[i
] = targetStateBlock
->renderState
[i
];
378 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
379 /* TODO: move over to using memcpy */
380 for (i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
381 if (This
->set
.textureState
[j
][i
]) {
382 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j
,i
, targetStateBlock
->textureState
[j
][i
],
383 This
->textureState
[j
][i
]);
384 This
->textureState
[j
][i
] = targetStateBlock
->textureState
[j
][i
];
390 /* TODO: move over to using memcpy */
391 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
392 if (This
->set
.textures
[j
]) {
393 TRACE("Updating texture %d to %p (was %p)\n", j
, targetStateBlock
->textures
[j
], This
->textures
[j
]);
394 This
->textures
[j
] = targetStateBlock
->textures
[j
];
396 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; i
++){ /* States are 1 based */
397 if (This
->set
.samplerState
[j
][i
]) {
398 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
399 j
, i
, targetStateBlock
->samplerState
[j
][i
],
400 This
->samplerState
[j
][i
]);
401 This
->samplerState
[j
][i
] = targetStateBlock
->samplerState
[j
][i
];
407 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
412 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
413 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
414 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
416 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
417 should really perform a delta so that only the changes get updated*/
423 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
425 /* FIXME: Only apply applicable states not all states */
427 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This
->blockType
== WINED3DSBT_INIT
|| This
->blockType
== WINED3DSBT_ALL
|| This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
430 PLIGHTINFOEL
*toDo
= This
->lights
;
431 while (toDo
!= NULL
) {
433 IWineD3DDevice_SetLight(pDevice
, toDo
->OriginalIndex
, &toDo
->OriginalParms
);
434 if (toDo
->enabledChanged
)
435 IWineD3DDevice_SetLightEnable(pDevice
, toDo
->OriginalIndex
, toDo
->lightEnabled
);
440 if (This
->set
.vertexShader
&& This
->changed
.vertexShader
) {
441 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
444 /* Vertex Shader Constants */
445 for (i
= 0; i
< MAX_VSHADER_CONSTANTS
; ++i
) {
446 if (This
->set
.vertexShaderConstantsF
[i
] && This
->changed
.vertexShaderConstantsF
[i
])
447 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
, This
->vertexShaderConstantF
+ i
* 4, 1);
449 if (This
->set
.vertexShaderConstantsI
[i
] && This
->changed
.vertexShaderConstantsI
[i
])
450 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
, This
->vertexShaderConstantI
+ i
* 4, 1);
452 if (This
->set
.vertexShaderConstantsB
[i
] && This
->changed
.vertexShaderConstantsB
[i
])
453 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
, This
->vertexShaderConstantB
+ i
, 1);
457 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== D3DSBT_ALL
|| This
->blockType
== D3DSBT_PIXELSTATE
) {
460 if (This
->set
.pixelShader
&& This
->changed
.pixelShader
) {
461 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
464 /* Pixel Shader Constants */
465 for (i
= 0; i
< MAX_PSHADER_CONSTANTS
; ++i
) {
466 if (This
->set
.pixelShaderConstantsF
[i
] && This
->changed
.pixelShaderConstantsF
[i
])
467 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
, This
->pixelShaderConstantF
+ i
* 4, 1);
469 if (This
->set
.pixelShaderConstantsI
[i
] && This
->changed
.pixelShaderConstantsI
[i
])
470 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
, This
->pixelShaderConstantI
+ i
* 4, 1);
472 if (This
->set
.pixelShaderConstantsB
[i
] && This
->changed
.pixelShaderConstantsB
[i
])
473 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
, This
->pixelShaderConstantB
+ i
, 1);
477 if (This
->set
.fvf
&& This
->changed
.fvf
) {
478 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
481 if (This
->set
.vertexDecl
&& This
->changed
.vertexDecl
) {
482 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
485 /* Others + Render & Texture */
486 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== WINED3DSBT_ALL
|| This
->blockType
== WINED3DSBT_INIT
) {
487 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
488 if (This
->set
.transform
[i
] && This
->changed
.transform
[i
])
489 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
492 if (This
->set
.indices
&& This
->changed
.indices
)
493 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
, This
->baseVertexIndex
);
495 if (This
->set
.material
&& This
->changed
.material
)
496 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
498 if (This
->set
.viewport
&& This
->changed
.viewport
)
499 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
501 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
502 for (i
=0; i
<MAX_STREAMS
; i
++) {
503 if (This
->set
.streamSource
[i
] && This
->changed
.streamSource
[i
])
504 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
506 if (This
->set
.streamFreq
[i
] && This
->changed
.streamFreq
[i
])
507 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
510 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
511 if (This
->set
.clipplane
[i
] && This
->changed
.clipplane
[i
]) {
514 clip
[0] = This
->clipplane
[i
][0];
515 clip
[1] = This
->clipplane
[i
][1];
516 clip
[2] = This
->clipplane
[i
][2];
517 clip
[3] = This
->clipplane
[i
][3];
518 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
523 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
524 if (This
->set
.renderState
[i
] && This
->changed
.renderState
[i
])
525 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
529 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) { /* Set The texture first, just in case it resets the states? */
530 /* TODO: move over to memcpy */
531 for (i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
532 if (This
->set
.textureState
[j
][i
] && This
->changed
.textureState
[j
][i
]) { /* tb_dx9_10 failes without this test */
533 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][i
] = This
->textureState
[j
][i
];
534 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->set
.textureState
[j
][i
] = TRUE
;
535 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[j
][i
] = TRUE
;
541 /* TODO: move over to memcpy */
542 for (j
= 0 ; j
< GL_LIMITS(sampler_stages
); j
++){
543 if (This
->set
.textures
[j
] && This
->changed
.textures
[j
]) {
544 IWineD3DDevice_SetTexture(pDevice
, j
, This
->textures
[j
]);
546 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; i
++){
547 if (This
->set
.samplerState
[j
][i
] && This
->changed
.samplerState
[j
][i
]) {
548 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][i
] = This
->samplerState
[j
][i
];
549 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->set
.samplerState
[j
][i
] = TRUE
;
550 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[j
][i
] = TRUE
;
556 } else if (This
->blockType
== WINED3DSBT_PIXELSTATE
) {
558 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
559 if (This
->set
.renderState
[SavedPixelStates_R
[i
]] && This
->changed
.renderState
[SavedPixelStates_R
[i
]])
560 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
564 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
565 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
566 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][SavedPixelStates_T
[i
]] = This
->textureState
[j
][SavedPixelStates_T
[i
]];
570 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
571 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
572 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]] = This
->samplerState
[j
][SavedPixelStates_S
[i
]];
576 } else if (This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
578 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
579 if ( This
->set
.renderState
[SavedVertexStates_R
[i
]] && This
->changed
.renderState
[SavedVertexStates_R
[i
]])
580 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
583 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
584 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
585 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][SavedVertexStates_T
[i
]] = This
->textureState
[j
][SavedVertexStates_T
[i
]];
589 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
590 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
591 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]] = This
->samplerState
[j
][SavedVertexStates_S
[i
]];
597 FIXME("Unrecognized state block type %d\n", This
->blockType
);
599 memcpy(&((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
, &This
->changed
, sizeof(((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
));
600 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
605 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
606 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
607 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
608 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
619 /* Note this may have a large overhead but it should only be executed
620 once, in order to initialize the complete state of the device and
621 all opengl equivalents */
622 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, This
->wineD3DDevice
);
623 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
624 This
->blockType
= WINED3DSBT_INIT
;
626 /* Set some of the defaults for lights, transforms etc */
627 memcpy(&This
->transforms
[D3DTS_PROJECTION
], &identity
, sizeof(identity
));
628 memcpy(&This
->transforms
[D3DTS_VIEW
], &identity
, sizeof(identity
));
629 for (i
= 0; i
< 256; ++i
) {
630 memcpy(&This
->transforms
[D3DTS_WORLDMATRIX(i
)], &identity
, sizeof(identity
));
633 TRACE("Render states\n");
635 if (ThisDevice
->depthStencilBuffer
!= NULL
) {
636 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_TRUE
);
638 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_FALSE
);
640 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, D3DFILL_SOLID
);
641 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, D3DSHADE_GOURAUD
);
642 lp
.lp
.wRepeatFactor
= 0;
643 lp
.lp
.wLinePattern
= 0;
644 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
645 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
646 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
647 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
648 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, D3DBLEND_ONE
);
649 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, D3DBLEND_ZERO
);
650 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, D3DCULL_CCW
);
651 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, D3DCMP_LESSEQUAL
);
652 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, D3DCMP_ALWAYS
);
653 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0xff); /*??*/
654 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
655 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
656 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
657 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
658 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
659 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
660 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, D3DFOG_NONE
);
662 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
664 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
666 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
667 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
668 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
669 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
670 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
671 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, D3DSTENCILOP_KEEP
);
672 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, D3DSTENCILOP_KEEP
);
673 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, D3DSTENCILOP_KEEP
);
675 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
676 * so only a single call performed (and ensure defaults initialized before making that call)
678 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
679 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
681 This
->renderState
[WINED3DRS_STENCILREF
] = 0;
682 This
->renderState
[WINED3DRS_STENCILMASK
] = 0xFFFFFFFF;
683 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, D3DCMP_ALWAYS
);
684 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
685 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
686 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
687 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
688 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
689 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
690 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
691 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
692 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
693 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
694 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
695 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
696 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
697 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, D3DFOG_NONE
);
698 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
699 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
700 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
701 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, D3DMCS_COLOR1
);
702 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, D3DMCS_COLOR2
);
703 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, D3DMCS_COLOR2
);
704 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, D3DMCS_MATERIAL
);
705 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, D3DVBF_DISABLE
);
706 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
707 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
709 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
711 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
712 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
713 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
714 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, TRUE
);
715 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, TRUE
);
716 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, TRUE
);
717 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
718 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
719 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, D3DPATCHEDGE_DISCRETE
);
721 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
722 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, D3DDMT_DISABLE
);
724 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
725 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
726 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
728 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
729 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, D3DBLENDOP_ADD
);
730 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
731 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
732 /* states new in d3d9 */
733 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
734 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
736 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
737 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
738 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
740 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
741 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
743 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
745 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
746 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
747 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
748 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, D3DSTENCILOP_KEEP
);
749 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, D3DSTENCILOP_KEEP
);
750 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, D3DSTENCILOP_KEEP
);
751 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, D3DCMP_ALWAYS
);
752 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
753 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
754 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
755 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
756 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
757 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
758 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
759 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
760 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
761 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
762 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
763 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
764 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
765 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
766 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
767 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, D3DBLEND_ONE
);
768 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, D3DBLEND_ZERO
);
769 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, D3DBLENDOP_ADD
);
771 /* clipping status */
772 This
->clip_status
.ClipUnion
= 0;
773 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
775 /* Texture Stage States - Put directly into state block, we will call function below */
776 for (i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
777 TRACE("Setting up default texture states for texture Stage %d\n", i
);
778 memcpy(&This
->transforms
[D3DTS_TEXTURE0
+ i
], &identity
, sizeof(identity
));
779 This
->textureState
[i
][D3DTSS_COLOROP
] = (i
==0)? D3DTOP_MODULATE
: D3DTOP_DISABLE
;
780 This
->textureState
[i
][D3DTSS_COLORARG1
] = D3DTA_TEXTURE
;
781 This
->textureState
[i
][D3DTSS_COLORARG2
] = D3DTA_CURRENT
;
782 This
->textureState
[i
][D3DTSS_ALPHAOP
] = (i
==0)? D3DTOP_SELECTARG1
: D3DTOP_DISABLE
;
783 This
->textureState
[i
][D3DTSS_ALPHAARG1
] = D3DTA_TEXTURE
;
784 This
->textureState
[i
][D3DTSS_ALPHAARG2
] = D3DTA_CURRENT
;
785 This
->textureState
[i
][D3DTSS_BUMPENVMAT00
] = (DWORD
) 0.0;
786 This
->textureState
[i
][D3DTSS_BUMPENVMAT01
] = (DWORD
) 0.0;
787 This
->textureState
[i
][D3DTSS_BUMPENVMAT10
] = (DWORD
) 0.0;
788 This
->textureState
[i
][D3DTSS_BUMPENVMAT11
] = (DWORD
) 0.0;
789 This
->textureState
[i
][D3DTSS_TEXCOORDINDEX
] = i
;
790 This
->textureState
[i
][D3DTSS_BUMPENVLSCALE
] = (DWORD
) 0.0;
791 This
->textureState
[i
][D3DTSS_BUMPENVLOFFSET
] = (DWORD
) 0.0;
792 This
->textureState
[i
][D3DTSS_TEXTURETRANSFORMFLAGS
] = D3DTTFF_DISABLE
;
793 This
->textureState
[i
][D3DTSS_ADDRESSW
] = D3DTADDRESS_WRAP
;
794 This
->textureState
[i
][D3DTSS_COLORARG0
] = D3DTA_CURRENT
;
795 This
->textureState
[i
][D3DTSS_ALPHAARG0
] = D3DTA_CURRENT
;
796 This
->textureState
[i
][D3DTSS_RESULTARG
] = D3DTA_CURRENT
;
800 for (i
= 0 ; i
< GL_LIMITS(sampler_stages
); i
++) {
801 TRACE("Setting up default samplers states for sampler %d\n", i
);
802 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = D3DTADDRESS_WRAP
;
803 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = D3DTADDRESS_WRAP
;
804 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = D3DTADDRESS_WRAP
;
805 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
806 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
807 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
808 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
809 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
810 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
811 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
812 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0; /* TODO: Gamma correction value*/
813 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
814 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 256; /* TODO: Vertex offset in the presampled displacement map */
817 /* Under DirectX you can have texture stage operations even if no texture is
818 bound, whereas opengl will only do texture operations when a valid texture is
819 bound. We emulate this by creating dummy textures and binding them to each
820 texture stage, but disable all stages by default. Hence if a stage is enabled
821 then the default texture will kick in until replaced by a SetTexture call */
822 if (!GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
825 for (i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
828 /* Note this avoids calling settexture, so pretend it has been called */
829 This
->set
.textures
[i
] = TRUE
;
830 This
->changed
.textures
[i
] = TRUE
;
831 This
->textures
[i
] = NULL
;
833 /* Make appropriate texture active */
834 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
835 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
836 checkGLcall("glActiveTextureARB");
838 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
841 /* Generate an opengl texture name */
842 glGenTextures(1, &ThisDevice
->dummyTextureName
[i
]);
843 checkGLcall("glGenTextures");
844 TRACE("Dummy Texture %d given name %d\n", i
, ThisDevice
->dummyTextureName
[i
]);
846 /* Generate a dummy 1d texture */
847 This
->textureDimensions
[i
] = GL_TEXTURE_1D
;
848 glBindTexture(GL_TEXTURE_1D
, ThisDevice
->dummyTextureName
[i
]);
849 checkGLcall("glBindTexture");
851 glTexImage1D(GL_TEXTURE_1D
, 0, GL_LUMINANCE
, 1, 0, GL_LUMINANCE
, GL_UNSIGNED_BYTE
, &white
);
852 checkGLcall("glTexImage1D");
853 #if 1 /* TODO: move the setting texture states off to basetexture */
854 /* Reapply all the texture state information to this texture */
855 IWineD3DDevice_SetupTextureStates(device
, i
, i
, REAPPLY_ALL
);
862 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
863 for (i
= 0; i
< MAX_PALETTES
; ++i
) {
865 for (j
= 0; j
< 256; ++j
) {
866 This
->wineD3DDevice
->palettes
[i
][j
].peRed
= 0xFF;
867 This
->wineD3DDevice
->palettes
[i
][j
].peGreen
= 0xFF;
868 This
->wineD3DDevice
->palettes
[i
][j
].peBlue
= 0xFF;
869 This
->wineD3DDevice
->palettes
[i
][j
].peFlags
= 0xFF;
872 This
->wineD3DDevice
->currentPalette
= 0;
874 /* Set default GLSL program ID to 0. We won't actually create one
875 * until the app sets a vertex or pixel shader */
876 This
->shaderPrgId
= 0;
878 TRACE("-----------------------> Device defaults now set up...\n");
882 /**********************************************************
883 * IWineD3DStateBlock VTbl follows
884 **********************************************************/
886 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
889 IWineD3DStateBlockImpl_QueryInterface
,
890 IWineD3DStateBlockImpl_AddRef
,
891 IWineD3DStateBlockImpl_Release
,
892 /* IWineD3DStateBlock */
893 IWineD3DStateBlockImpl_GetParent
,
894 IWineD3DStateBlockImpl_GetDevice
,
895 IWineD3DStateBlockImpl_Capture
,
896 IWineD3DStateBlockImpl_Apply
,
897 IWineD3DStateBlockImpl_InitStartupStateBlock