rpcrt4: Implement NdrSimpleType{Marshall,Unmarshall}.
[wine/wine-gecko.git] / dlls / wined3d / stateblock.c
blob093c83d8714659141e99a2d33f271b432132449b
1 /*
2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
29 /***************************************
30 * Stateblock helper functions follow
31 **************************************/
33 /** Allocates the correct amount of space for pixel and vertex shader constants,
34 * along with their set/changed flags on the given stateblock object
36 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
38 IWineD3DStateBlockImpl *This = object;
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
42 /* Allocate space for floating point constants */
43 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
44 WINED3D_MEMCHECK(object->pixelShaderConstantF);
45 object->set.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF) );
46 WINED3D_MEMCHECK(object->set.pixelShaderConstantsF);
47 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
48 WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
49 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
50 WINED3D_MEMCHECK(object->vertexShaderConstantF);
51 object->set.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
52 WINED3D_MEMCHECK(object->set.vertexShaderConstantsF);
53 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
54 WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
56 list_init(&object->set_vconstantsF);
57 list_init(&object->set_pconstantsF);
59 #undef WINED3D_MEMCHECK
61 return WINED3D_OK;
64 /** Copy all members of one stateblock to another */
65 void stateblock_savedstates_copy(
66 IWineD3DStateBlock* iface,
67 SAVEDSTATES* dest,
68 SAVEDSTATES* source) {
70 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
71 unsigned bsize = sizeof(BOOL);
73 /* Single values */
74 dest->indices = source->indices;
75 dest->material = source->material;
76 dest->fvf = source->fvf;
77 dest->viewport = source->viewport;
78 dest->vertexDecl = source->vertexDecl;
79 dest->pixelShader = source->pixelShader;
80 dest->vertexShader = source->vertexShader;
81 dest->scissorRect = dest->scissorRect;
83 /* Fixed size arrays */
84 memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
85 memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
86 memcpy(dest->textures, source->textures, bsize * MAX_SAMPLERS);
87 memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
88 memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
89 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
90 memcpy(dest->samplerState, source->samplerState, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
91 memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
92 memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
93 memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
94 memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
95 memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
97 /* Dynamically sized arrays */
98 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
99 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
102 /** Set all members of a stateblock savedstate to the given value */
103 void stateblock_savedstates_set(
104 IWineD3DStateBlock* iface,
105 SAVEDSTATES* states,
106 BOOL value) {
108 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
109 unsigned bsize = sizeof(BOOL);
111 /* Single values */
112 states->indices = value;
113 states->material = value;
114 states->fvf = value;
115 states->viewport = value;
116 states->vertexDecl = value;
117 states->pixelShader = value;
118 states->vertexShader = value;
119 states->scissorRect = value;
121 /* Fixed size arrays */
122 memset(states->streamSource, value, bsize * MAX_STREAMS);
123 memset(states->streamFreq, value, bsize * MAX_STREAMS);
124 memset(states->textures, value, bsize * MAX_SAMPLERS);
125 memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
126 memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
127 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
128 memset(states->samplerState, value, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
129 memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
130 memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
131 memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
132 memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
133 memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
135 /* Dynamically sized arrays */
136 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
137 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
140 void stateblock_copy(
141 IWineD3DStateBlock* destination,
142 IWineD3DStateBlock* source) {
144 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
145 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
147 /* IUnknown fields */
148 Dest->lpVtbl = This->lpVtbl;
149 Dest->ref = This->ref;
151 /* IWineD3DStateBlock information */
152 Dest->parent = This->parent;
153 Dest->wineD3DDevice = This->wineD3DDevice;
154 Dest->blockType = This->blockType;
156 /* Saved states */
157 stateblock_savedstates_copy(source, &Dest->set, &This->set);
158 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
160 /* Single items */
161 Dest->fvf = This->fvf;
162 Dest->vertexDecl = This->vertexDecl;
163 Dest->vertexShader = This->vertexShader;
164 Dest->streamIsUP = This->streamIsUP;
165 Dest->pIndexData = This->pIndexData;
166 Dest->baseVertexIndex = This->baseVertexIndex;
167 Dest->lights = This->lights;
168 Dest->clip_status = This->clip_status;
169 Dest->viewport = This->viewport;
170 Dest->material = This->material;
171 Dest->pixelShader = This->pixelShader;
172 Dest->glsl_program = This->glsl_program;
173 memcpy(&Dest->scissorRect, &This->scissorRect, sizeof(Dest->scissorRect));
175 /* Fixed size arrays */
176 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
177 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
178 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
179 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
181 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
182 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
183 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
184 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
185 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
186 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
187 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
188 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
189 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_SAMPLERS);
190 memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_SAMPLERS);
191 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
192 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
194 /* Dynamically sized arrays */
195 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
196 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
199 /**********************************************************
200 * IWineD3DStateBlockImpl IUnknown parts follows
201 **********************************************************/
202 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
204 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
205 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
206 if (IsEqualGUID(riid, &IID_IUnknown)
207 || IsEqualGUID(riid, &IID_IWineD3DBase)
208 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
209 IUnknown_AddRef(iface);
210 *ppobj = This;
211 return S_OK;
213 *ppobj = NULL;
214 return E_NOINTERFACE;
217 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
218 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
219 ULONG refCount = InterlockedIncrement(&This->ref);
221 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
222 return refCount;
225 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
226 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
227 ULONG refCount = InterlockedDecrement(&This->ref);
229 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
231 if (!refCount) {
232 constant_entry *constant, *constant2;
234 /* type 0 represents the primary stateblock, so free all the resources */
235 if (This->blockType == WINED3DSBT_INIT) {
236 int counter;
237 FIXME("Releasing primary stateblock\n");
239 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
240 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
241 if (This->textures[counter]) {
242 /* release our 'internal' hold on the texture */
243 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
244 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
251 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
252 HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF);
253 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
254 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
255 HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
256 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
258 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constant_entry, entry) {
259 HeapFree(GetProcessHeap(), 0, constant);
262 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constant_entry, entry) {
263 HeapFree(GetProcessHeap(), 0, constant);
266 HeapFree(GetProcessHeap(), 0, This);
268 return refCount;
271 /**********************************************************
272 * IWineD3DStateBlockImpl parts follows
273 **********************************************************/
274 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
275 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
276 IUnknown_AddRef(This->parent);
277 *pParent = This->parent;
278 return WINED3D_OK;
281 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
283 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
285 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
286 IWineD3DDevice_AddRef(*ppDevice);
287 return WINED3D_OK;
291 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
293 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
294 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
296 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
298 /* If not recorded, then update can just recapture */
299 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
300 IWineD3DStateBlockImpl* tmpBlock;
301 PLIGHTINFOEL *tmp = This->lights;
303 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
305 /* Note just swap the light chains over so when deleting, the old one goes */
306 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
307 tmpBlock->lights = tmp;
309 /* Delete the temporary one (which points to the old light chain though */
310 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
311 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
313 } else {
314 unsigned int i, j;
316 PLIGHTINFOEL *src;
318 /* Recorded => Only update 'changed' values */
319 if (This->vertexShader != targetStateBlock->vertexShader) {
320 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
322 This->vertexShader = targetStateBlock->vertexShader;
325 /* Vertex Shader Float Constants */
326 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
327 if (This->set.vertexShaderConstantsF[i]) {
328 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
329 targetStateBlock->vertexShaderConstantF[i * 4],
330 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
331 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
332 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
334 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
335 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
336 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
337 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
341 /* Vertex Shader Integer Constants */
342 for (i = 0; i < MAX_CONST_I; ++i) {
343 if (This->set.vertexShaderConstantsI[i]) {
344 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
345 targetStateBlock->vertexShaderConstantI[i * 4],
346 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
347 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
348 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
350 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
351 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
352 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
353 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
357 /* Vertex Shader Boolean Constants */
358 for (i = 0; i < MAX_CONST_B; ++i) {
359 if (This->set.vertexShaderConstantsB[i]) {
360 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
361 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
363 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
367 /* Lights... For a recorded state block, we just had a chain of actions to perform,
368 so we need to walk that chain and update any actions which differ */
369 src = This->lights;
370 while (src != NULL) {
371 PLIGHTINFOEL *realLight = NULL;
373 /* Locate the light in the live lights */
374 realLight = targetStateBlock->lights;
375 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
377 /* If 'changed' then its a SetLight command. Rather than comparing to see
378 if the OriginalParms have changed and then copy them (twice through
379 memory) just do the copy */
380 if (src->changed) {
382 /* If the light exists, copy its parameters, otherwise copy the default parameters */
383 const WINED3DLIGHT* params = realLight? &realLight->OriginalParms: &WINED3D_default_light;
384 TRACE("Updating lights for light %d\n", src->OriginalIndex);
385 memcpy(&src->OriginalParms, params, sizeof(*params));
388 /* If 'enabledchanged' then its a LightEnable command */
389 if (src->enabledChanged) {
391 /* If the light exists, check if it's enabled, otherwise default is disabled state */
392 TRACE("Updating lightEnabled for light %d\n", src->OriginalIndex);
393 src->lightEnabled = realLight? realLight->lightEnabled: FALSE;
396 src = src->next;
399 /* Recorded => Only update 'changed' values */
400 if (This->pixelShader != targetStateBlock->pixelShader) {
401 TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
403 This->pixelShader = targetStateBlock->pixelShader;
406 /* Pixel Shader Float Constants */
407 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
408 if (This->set.pixelShaderConstantsF[i]) {
409 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
410 targetStateBlock->pixelShaderConstantF[i * 4],
411 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
412 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
413 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
415 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
416 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
417 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
418 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
422 /* Pixel Shader Integer Constants */
423 for (i = 0; i < MAX_CONST_I; ++i) {
424 if (This->set.pixelShaderConstantsI[i]) {
425 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
426 targetStateBlock->pixelShaderConstantI[i * 4],
427 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
428 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
429 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
431 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
432 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
433 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
434 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
438 /* Pixel Shader Boolean Constants */
439 for (i = 0; i < MAX_CONST_B; ++i) {
440 if (This->set.pixelShaderConstantsB[i]) {
441 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
442 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
444 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
448 /* Others + Render & Texture */
449 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
450 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
451 &This->transforms[i],
452 sizeof(WINED3DMATRIX)) != 0) {
453 TRACE("Updating transform %d\n", i);
454 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(WINED3DMATRIX));
458 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
459 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
460 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
461 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
462 This->pIndexData = targetStateBlock->pIndexData;
463 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
466 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
467 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
469 This->vertexDecl = targetStateBlock->vertexDecl;
472 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
473 This->fvf = targetStateBlock->fvf;
476 if (This->set.material && memcmp(&targetStateBlock->material,
477 &This->material,
478 sizeof(WINED3DMATERIAL)) != 0) {
479 TRACE("Updating material\n");
480 memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
483 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
484 &This->viewport,
485 sizeof(WINED3DVIEWPORT)) != 0) {
486 TRACE("Updating viewport\n");
487 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
490 if(This->set.scissorRect && memcmp(&targetStateBlock->scissorRect,
491 &This->scissorRect,
492 sizeof(targetStateBlock->scissorRect)))
494 TRACE("Updating scissor rect\n");
495 memcpy(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(targetStateBlock->scissorRect));
498 for (i = 0; i < MAX_STREAMS; i++) {
499 if (This->set.streamSource[i] &&
500 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
501 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
502 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
503 targetStateBlock->streamStride[i]);
504 This->streamStride[i] = targetStateBlock->streamStride[i];
505 This->streamSource[i] = targetStateBlock->streamSource[i];
508 if (This->set.streamFreq[i] &&
509 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
510 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
511 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
512 targetStateBlock->streamFlags[i]);
513 This->streamFreq[i] = targetStateBlock->streamFreq[i];
514 This->streamFlags[i] = targetStateBlock->streamFlags[i];
518 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
519 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
520 &This->clipplane[i],
521 sizeof(This->clipplane)) != 0) {
523 TRACE("Updating clipplane %d\n", i);
524 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
525 sizeof(This->clipplane));
529 /* Render */
530 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
532 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
533 TRACE("Updating renderState %d to %d\n", i, targetStateBlock->renderState[i]);
534 This->renderState[i] = targetStateBlock->renderState[i];
538 /* Texture states */
539 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
540 /* TODO: move over to using memcpy */
541 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
542 if (This->set.textureState[j][i]) {
543 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", j,i, targetStateBlock->textureState[j][i],
544 This->textureState[j][i]);
545 This->textureState[j][i] = targetStateBlock->textureState[j][i];
550 /* Samplers */
551 /* TODO: move over to using memcpy */
552 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
553 if (This->set.textures[j]) {
554 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
555 This->textures[j] = targetStateBlock->textures[j];
557 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
558 if (This->set.samplerState[j][i]) {
559 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
560 j, i, targetStateBlock->samplerState[j][i],
561 This->samplerState[j][i]);
562 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
568 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
570 return WINED3D_OK;
573 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
574 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
575 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
577 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
578 should really perform a delta so that only the changes get updated*/
581 UINT i;
582 UINT j;
584 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
586 /* FIXME: Only apply applicable states not all states */
588 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
591 PLIGHTINFOEL *toDo = This->lights;
592 while (toDo != NULL) {
593 if (toDo->changed)
594 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
595 if (toDo->enabledChanged)
596 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
597 toDo = toDo->next;
600 /* Vertex Shader */
601 if (This->set.vertexShader && This->changed.vertexShader) {
602 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
605 /* Vertex Shader Constants */
606 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
607 if (This->set.vertexShaderConstantsF[i] && This->changed.vertexShaderConstantsF[i])
608 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
611 for (i = 0; i < MAX_CONST_I; i++) {
612 if (This->set.vertexShaderConstantsI[i] && This->changed.vertexShaderConstantsI[i])
613 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
616 for (i = 0; i < MAX_CONST_B; i++) {
617 if (This->set.vertexShaderConstantsB[i] && This->changed.vertexShaderConstantsB[i])
618 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
622 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
624 /* Pixel Shader */
625 if (This->set.pixelShader && This->changed.pixelShader) {
626 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
629 /* Pixel Shader Constants */
630 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
631 if (This->set.pixelShaderConstantsF[i] && This->changed.pixelShaderConstantsF[i])
632 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1);
635 for (i = 0; i < MAX_CONST_I; ++i) {
636 if (This->set.pixelShaderConstantsI[i] && This->changed.pixelShaderConstantsI[i])
637 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
640 for (i = 0; i < MAX_CONST_B; ++i) {
641 if (This->set.pixelShaderConstantsB[i] && This->changed.pixelShaderConstantsB[i])
642 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1);
646 if (This->set.fvf && This->changed.fvf) {
647 IWineD3DDevice_SetFVF(pDevice, This->fvf);
650 if (This->set.vertexDecl && This->changed.vertexDecl) {
651 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
654 /* Others + Render & Texture */
655 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
656 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
657 if (This->set.transform[i] && This->changed.transform[i])
658 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
661 if (This->set.indices && This->changed.indices)
662 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
664 if (This->set.material && This->changed.material )
665 IWineD3DDevice_SetMaterial(pDevice, &This->material);
667 if (This->set.viewport && This->changed.viewport)
668 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
670 if (This->set.scissorRect && This->changed.scissorRect)
671 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
673 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
674 for (i=0; i<MAX_STREAMS; i++) {
675 if (This->set.streamSource[i] && This->changed.streamSource[i])
676 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
678 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
679 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
682 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
683 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
684 float clip[4];
686 clip[0] = This->clipplane[i][0];
687 clip[1] = This->clipplane[i][1];
688 clip[2] = This->clipplane[i][2];
689 clip[3] = This->clipplane[i][3];
690 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
694 /* Render */
695 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
696 if (This->set.renderState[i] && This->changed.renderState[i])
697 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
700 /* Texture states */
701 for (j = 0; j < GL_LIMITS(texture_stages); j++) { /* Set The texture first, just in case it resets the states? */
702 /* TODO: move over to memcpy */
703 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
704 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
705 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
706 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE;
707 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
708 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
709 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(j, i));
714 /* Samplers */
715 /* TODO: move over to memcpy */
716 for (j = 0 ; j < GL_LIMITS(sampler_stages); j++){
717 if (This->set.textures[j] && This->changed.textures[j]) {
718 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
720 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
721 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
722 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
723 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE;
724 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
727 /* SetTexture catches nop changes, so the above call does not assure that the sampler is updated */
728 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(j));
731 } else if (This->blockType == WINED3DSBT_PIXELSTATE) {
733 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
734 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
735 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
739 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
740 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
741 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
742 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(j, SavedPixelStates_T[i]));
746 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
747 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
748 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
752 } else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
754 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
755 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
756 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
759 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
760 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
761 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
762 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(j, SavedVertexStates_T[i]));
766 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
767 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
768 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
773 } else {
774 FIXME("Unrecognized state block type %d\n", This->blockType);
776 stateblock_savedstates_copy(iface, &((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed);
777 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
778 for(j = 0; j < MAX_TEXTURES - 1; j++) {
779 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][D3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
780 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
781 break;
784 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
786 return WINED3D_OK;
789 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
790 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
791 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
792 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
793 union {
794 WINED3DLINEPATTERN lp;
795 DWORD d;
796 } lp;
797 union {
798 float f;
799 DWORD d;
800 } tmpfloat;
801 unsigned int i;
803 /* Note this may have a large overhead but it should only be executed
804 once, in order to initialize the complete state of the device and
805 all opengl equivalents */
806 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
807 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
808 This->blockType = WINED3DSBT_INIT;
810 /* Set some of the defaults for lights, transforms etc */
811 memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
812 memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
813 for (i = 0; i < 256; ++i) {
814 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
817 TRACE("Render states\n");
818 /* Render states: */
819 if (ThisDevice->depthStencilBuffer != NULL) {
820 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
821 } else {
822 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
824 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
825 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
826 lp.lp.wRepeatFactor = 0;
827 lp.lp.wLinePattern = 0;
828 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
829 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
830 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
831 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
832 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
833 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
834 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
835 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
836 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
837 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
838 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
839 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
840 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
841 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
842 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
843 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
844 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
845 tmpfloat.f = 0.0f;
846 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
847 tmpfloat.f = 1.0f;
848 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
849 tmpfloat.f = 1.0f;
850 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
851 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
852 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
853 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
854 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
855 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
856 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
857 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
859 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
860 * so only a single call performed (and ensure defaults initialized before making that call)
862 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
863 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
865 This->renderState[WINED3DRS_STENCILREF] = 0;
866 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
867 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
868 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
869 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
870 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
871 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
872 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
873 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
874 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
875 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
876 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
877 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
878 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
879 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
880 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
881 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
882 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
883 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
884 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
885 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
886 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
887 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
888 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
889 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
890 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
891 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
892 tmpfloat.f = 1.0f;
893 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
894 tmpfloat.f = 1.0f;
895 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
896 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
897 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
898 tmpfloat.f = 1.0f;
899 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
900 tmpfloat.f = 0.0f;
901 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
902 tmpfloat.f = 0.0f;
903 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
904 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
905 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
906 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
907 tmpfloat.f = 1.0f;
908 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
909 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
910 tmpfloat.f = 64.0f;
911 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
912 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
913 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
914 tmpfloat.f = 0.0f;
915 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
916 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
917 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
918 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
919 /* states new in d3d9 */
920 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
921 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
922 tmpfloat.f = 1.0f;
923 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
924 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
925 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
926 tmpfloat.f = 0.0f;
927 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
928 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
929 tmpfloat.f = 1.0f;
930 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
931 tmpfloat.f = 0.0f;
932 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
933 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
934 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
935 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
936 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
937 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
938 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
939 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
940 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
941 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
942 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
943 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
944 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
945 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
946 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
947 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
948 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
949 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
950 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
951 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
952 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
953 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
954 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
955 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
956 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
958 /* clipping status */
959 This->clip_status.ClipUnion = 0;
960 This->clip_status.ClipIntersection = 0xFFFFFFFF;
962 /* Texture Stage States - Put directly into state block, we will call function below */
963 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
964 TRACE("Setting up default texture states for texture Stage %d\n", i);
965 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
966 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
967 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
968 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
969 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
970 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
971 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
972 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
973 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
974 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
975 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
976 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
977 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
978 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
979 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
980 This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
981 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
982 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
983 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
985 This->lowest_disabled_stage = 1;
987 /* Sampler states*/
988 for (i = 0 ; i < GL_LIMITS(sampler_stages); i++) {
989 TRACE("Setting up default samplers states for sampler %d\n", i);
990 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
991 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
992 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
993 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
994 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
995 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
996 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
997 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
998 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
999 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1000 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
1001 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1002 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1005 /* Under DirectX you can have texture stage operations even if no texture is
1006 bound, whereas opengl will only do texture operations when a valid texture is
1007 bound. We emulate this by creating dummy textures and binding them to each
1008 texture stage, but disable all stages by default. Hence if a stage is enabled
1009 then the default texture will kick in until replaced by a SetTexture call */
1010 ENTER_GL();
1012 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
1013 GLubyte white = 255;
1015 /* Note this avoids calling settexture, so pretend it has been called */
1016 This->set.textures[i] = TRUE;
1017 This->changed.textures[i] = TRUE;
1018 This->textures[i] = NULL;
1020 /* Make appropriate texture active */
1021 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1022 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1023 checkGLcall("glActiveTextureARB");
1024 } else if (i > 0) {
1025 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1028 /* Generate an opengl texture name */
1029 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
1030 checkGLcall("glGenTextures");
1031 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
1033 /* Generate a dummy 1d texture */
1034 This->textureDimensions[i] = GL_TEXTURE_1D;
1035 glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
1036 checkGLcall("glBindTexture");
1038 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1039 checkGLcall("glTexImage1D");
1042 LEAVE_GL();
1045 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1046 for (i = 0; i < MAX_PALETTES; ++i) {
1047 int j;
1048 for (j = 0; j < 256; ++j) {
1049 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
1050 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
1051 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
1052 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
1055 This->wineD3DDevice->currentPalette = 0;
1057 /* Set default GLSL program to NULL. We won't actually create one
1058 * until the app sets a vertex or pixel shader */
1059 This->glsl_program = NULL;
1061 TRACE("-----------------------> Device defaults now set up...\n");
1062 return WINED3D_OK;
1065 /**********************************************************
1066 * IWineD3DStateBlock VTbl follows
1067 **********************************************************/
1069 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1071 /* IUnknown */
1072 IWineD3DStateBlockImpl_QueryInterface,
1073 IWineD3DStateBlockImpl_AddRef,
1074 IWineD3DStateBlockImpl_Release,
1075 /* IWineD3DStateBlock */
1076 IWineD3DStateBlockImpl_GetParent,
1077 IWineD3DStateBlockImpl_GetDevice,
1078 IWineD3DStateBlockImpl_Capture,
1079 IWineD3DStateBlockImpl_Apply,
1080 IWineD3DStateBlockImpl_InitStartupStateBlock