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 * 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
64 /** Copy all members of one stateblock to another */
65 void stateblock_savedstates_copy(
66 IWineD3DStateBlock
* iface
,
68 SAVEDSTATES
* source
) {
70 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
71 unsigned bsize
= sizeof(BOOL
);
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
,
108 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
109 unsigned bsize
= sizeof(BOOL
);
112 states
->indices
= value
;
113 states
->material
= 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
;
157 stateblock_savedstates_copy(source
, &Dest
->set
, &This
->set
);
158 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
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
);
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);
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);
232 constant_entry
*constant
, *constant2
;
234 /* type 0 represents the primary stateblock, so free all the resources */
235 if (This
->blockType
== WINED3DSBT_INIT
) {
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
);
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
;
281 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
283 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
285 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
286 IWineD3DDevice_AddRef(*ppDevice
);
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);*/
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 */
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 */
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
;
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
,
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
,
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
,
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
],
521 sizeof(This
->clipplane
)) != 0) {
523 TRACE("Updating clipplane %d\n", i
);
524 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
525 sizeof(This
->clipplane
));
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
];
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
];
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
);
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*/
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
) {
594 IWineD3DDevice_SetLight(pDevice
, toDo
->OriginalIndex
, &toDo
->OriginalParms
);
595 if (toDo
->enabledChanged
)
596 IWineD3DDevice_SetLightEnable(pDevice
, toDo
->OriginalIndex
, toDo
->lightEnabled
);
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
) {
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
]) {
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
);
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
]);
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
));
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
]];
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
;
784 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
789 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
790 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
791 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
792 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
794 WINED3DLINEPATTERN lp
;
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");
819 if (ThisDevice
->depthStencilBuffer
!= NULL
) {
820 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_TRUE
);
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
);
846 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
848 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
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
);
893 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
895 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
896 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
897 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
899 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
901 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
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
);
908 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
909 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
911 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
912 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
913 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
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);
923 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
924 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
925 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
927 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
928 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
930 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
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;
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 */
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");
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");
1045 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1046 for (i
= 0; i
< MAX_PALETTES
; ++i
) {
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");
1065 /**********************************************************
1066 * IWineD3DStateBlock VTbl follows
1067 **********************************************************/
1069 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
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