gphoto2.ds: Added Norwegian Bokmål resources.
[wine/wine-kai.git] / dlls / wined3d / stateblock.c
blob71e22c7f9022fd9aa068c7fc4c537087cc8f017e
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 * IWineD3DStateBlockImpl IUnknown parts follows
31 **********************************************************/
32 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
34 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
35 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
36 if (IsEqualGUID(riid, &IID_IUnknown)
37 || IsEqualGUID(riid, &IID_IWineD3DBase)
38 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
39 IUnknown_AddRef(iface);
40 *ppobj = This;
41 return S_OK;
43 *ppobj = NULL;
44 return E_NOINTERFACE;
47 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
48 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
49 ULONG refCount = InterlockedIncrement(&This->ref);
51 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
52 return refCount;
55 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
56 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
57 ULONG refCount = InterlockedDecrement(&This->ref);
59 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
61 if (!refCount) {
62 /* type 0 represents the primary stateblock, so free all the resources */
63 if (This->blockType == WINED3DSBT_INIT) {
64 int counter;
65 FIXME("Releasing primary stateblock\n");
66 /* Free any streams still bound */
67 for (counter = 0 ; counter < MAX_STREAMS ; counter++) {
68 if (This->streamSource[counter] != NULL) {
69 IWineD3DVertexBuffer_Release(This->streamSource[counter]);
70 This->streamSource[counter] = NULL;
74 /* free any index data */
75 if (This->pIndexData) {
76 IWineD3DIndexBuffer_Release(This->pIndexData);
77 This->pIndexData = NULL;
80 if (NULL != This->pixelShader) {
81 IWineD3DPixelShader_Release(This->pixelShader);
84 if (NULL != This->vertexShader) {
85 IWineD3DVertexShader_Release(This->vertexShader);
88 if (NULL != This->vertexDecl) {
89 IWineD3DVertexDeclaration_Release(This->vertexDecl);
92 /* NOTE: according to MSDN: The applicaion is responsible for making sure the texture references are cleared down */
93 for (counter = 0; counter < GL_LIMITS(textures); counter++) {
94 if (This->textures[counter]) {
95 /* release our 'internal' hold on the texture */
96 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
97 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
103 HeapFree(GetProcessHeap(), 0, This);
105 return refCount;
108 /**********************************************************
109 * IWineD3DStateBlockImpl parts follows
110 **********************************************************/
111 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
112 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
113 IUnknown_AddRef(This->parent);
114 *pParent = This->parent;
115 return WINED3D_OK;
118 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
120 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
122 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
123 IWineD3DDevice_AddRef(*ppDevice);
124 return WINED3D_OK;
128 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
130 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
131 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
133 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
135 /* If not recorded, then update can just recapture */
136 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
137 IWineD3DStateBlockImpl* tmpBlock;
138 PLIGHTINFOEL *tmp = This->lights;
140 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
142 /* Note just swap the light chains over so when deleting, the old one goes */
143 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
144 tmpBlock->lights = tmp;
146 /* Delete the temporary one (which points to the old light chain though */
147 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
148 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
150 } else {
151 unsigned int i, j;
153 PLIGHTINFOEL *src;
155 /* Recorded => Only update 'changed' values */
156 if (This->vertexShader != targetStateBlock->vertexShader) {
157 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
159 if (targetStateBlock->vertexShader) {
160 IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
162 if (This->vertexShader) {
163 IWineD3DVertexShader_Release(This->vertexShader);
166 This->vertexShader = targetStateBlock->vertexShader;
169 /* Vertex Shader Constants */
170 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
172 if (This->set.vertexShaderConstantsF[i]) {
173 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
174 targetStateBlock->vertexShaderConstantF[i * 4],
175 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
176 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
177 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
179 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
180 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
181 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
182 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
185 if (This->set.vertexShaderConstantsI[i]) {
186 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
187 targetStateBlock->vertexShaderConstantI[i * 4],
188 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
189 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
190 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
192 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
193 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
194 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
195 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
198 if (This->set.vertexShaderConstantsB[i]) {
199 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
200 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
202 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
206 /* Lights... For a recorded state block, we just had a chain of actions to perform,
207 so we need to walk that chain and update any actions which differ */
208 src = This->lights;
209 while (src != NULL) {
210 PLIGHTINFOEL *realLight = NULL;
212 /* Locate the light in the live lights */
213 realLight = targetStateBlock->lights;
214 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
216 /* If 'changed' then its a SetLight command. Rather than comparing to see
217 if the OriginalParms have changed and then copy them (twice through
218 memory) just do the copy */
219 if (src->changed) {
221 /* If the light exists, copy its parameters, otherwise copy the default parameters */
222 const WINED3DLIGHT* params = realLight? &realLight->OriginalParms: &WINED3D_default_light;
223 TRACE("Updating lights for light %ld\n", src->OriginalIndex);
224 memcpy(&src->OriginalParms, params, sizeof(*params));
227 /* If 'enabledchanged' then its a LightEnable command */
228 if (src->enabledChanged) {
230 /* If the light exists, check if it's enabled, otherwise default is disabled state */
231 TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
232 src->lightEnabled = realLight? realLight->lightEnabled: FALSE;
235 src = src->next;
238 /* Recorded => Only update 'changed' values */
239 if (This->pixelShader != targetStateBlock->pixelShader) {
240 TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
242 if (targetStateBlock->pixelShader) {
243 IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
245 if (This->pixelShader) {
246 IWineD3DPixelShader_Release(This->pixelShader);
249 This->pixelShader = targetStateBlock->pixelShader;
252 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
254 if (This->set.pixelShaderConstantsF[i]) {
255 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
256 targetStateBlock->pixelShaderConstantF[i * 4],
257 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
258 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
259 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
261 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
262 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
263 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
264 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
267 if (This->set.pixelShaderConstantsI[i]) {
268 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
269 targetStateBlock->pixelShaderConstantI[i * 4],
270 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
271 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
272 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
274 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
275 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
276 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
277 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
280 if (This->set.pixelShaderConstantsB[i]) {
281 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
282 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
284 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
288 /* Others + Render & Texture */
289 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
290 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
291 &This->transforms[i],
292 sizeof(D3DMATRIX)) != 0) {
293 TRACE("Updating transform %d\n", i);
294 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(D3DMATRIX));
298 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
299 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
300 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
301 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
302 This->pIndexData = targetStateBlock->pIndexData;
303 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
306 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
307 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
309 if (targetStateBlock->vertexDecl) {
310 IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
312 if (This->vertexDecl) {
313 IWineD3DVertexDeclaration_Release(This->vertexDecl);
316 This->vertexDecl = targetStateBlock->vertexDecl;
319 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
320 This->fvf = targetStateBlock->fvf;
323 if (This->set.material && memcmp(&targetStateBlock->material,
324 &This->material,
325 sizeof(D3DMATERIAL9)) != 0) {
326 TRACE("Updating material\n");
327 memcpy(&This->material, &targetStateBlock->material, sizeof(D3DMATERIAL9));
330 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
331 &This->viewport,
332 sizeof(D3DVIEWPORT9)) != 0) {
333 TRACE("Updating viewport\n");
334 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(D3DVIEWPORT9));
337 for (i = 0; i < MAX_STREAMS; i++) {
338 if (This->set.streamSource[i] &&
339 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
340 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
341 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
342 targetStateBlock->streamStride[i]);
343 This->streamStride[i] = targetStateBlock->streamStride[i];
344 This->streamSource[i] = targetStateBlock->streamSource[i];
347 if (This->set.streamFreq[i] &&
348 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
349 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
350 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
351 targetStateBlock->streamFlags[i]);
352 This->streamFreq[i] = targetStateBlock->streamFreq[i];
353 This->streamFlags[i] = targetStateBlock->streamFlags[i];
357 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
358 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
359 &This->clipplane[i],
360 sizeof(This->clipplane)) != 0) {
362 TRACE("Updating clipplane %d\n", i);
363 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
364 sizeof(This->clipplane));
368 /* Render */
369 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
371 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
372 TRACE("Updating renderState %d to %ld\n", i, targetStateBlock->renderState[i]);
373 This->renderState[i] = targetStateBlock->renderState[i];
377 /* FIXME: textures are up to MAX_SAMPLERS for d3d9? */
378 /* Texture */
379 for (j = 0; j < GL_LIMITS(textures); j++) {
380 /* TODO: move over to using memcpy */
381 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
382 if (This->set.textureState[j][i]) {
383 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, targetStateBlock->textureState[j][i],
384 This->textureState[j][i]);
385 This->textureState[j][i] = targetStateBlock->textureState[j][i];
389 if (This->set.textures[j]) {
390 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
391 This->textures[j] = targetStateBlock->textures[j];
396 /* Samplers */
397 /* TODO: move over to using memcpy */
398 for (j = 0 ; j < GL_LIMITS(samplers); j++){
399 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
400 if (This->set.samplerState[j][i]) {
401 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
402 j, i, targetStateBlock->samplerState[j][i],
403 This->samplerState[j][i]);
404 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
410 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
412 return WINED3D_OK;
415 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
416 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
417 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
419 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
420 should really perform a delta so that only the changes get updated*/
423 UINT i;
424 UINT j;
426 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
428 /* FIXME: Only apply applicable states not all states */
430 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
433 PLIGHTINFOEL *toDo = This->lights;
434 while (toDo != NULL) {
435 if (toDo->changed)
436 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
437 if (toDo->enabledChanged)
438 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
439 toDo = toDo->next;
442 /* Vertex Shader */
443 if (This->set.vertexShader && This->changed.vertexShader) {
444 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
447 /* Vertex Shader Constants */
448 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
449 if (This->set.vertexShaderConstantsF[i] && This->changed.vertexShaderConstantsF[i])
450 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
452 if (This->set.vertexShaderConstantsI[i] && This->changed.vertexShaderConstantsI[i])
453 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
455 if (This->set.vertexShaderConstantsB[i] && This->changed.vertexShaderConstantsB[i])
456 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
460 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
462 /* Pixel Shader */
463 if (This->set.pixelShader && This->changed.pixelShader) {
464 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
467 /* Pixel Shader Constants */
468 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
469 if (This->set.pixelShaderConstantsF[i] && This->changed.pixelShaderConstantsF[i])
470 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1);
472 if (This->set.pixelShaderConstantsI[i] && This->changed.pixelShaderConstantsI[i])
473 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
475 if (This->set.pixelShaderConstantsB[i] && This->changed.pixelShaderConstantsB[i])
476 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1);
480 if (This->set.fvf && This->changed.fvf) {
481 IWineD3DDevice_SetFVF(pDevice, This->fvf);
484 if (This->set.vertexDecl && This->changed.vertexDecl) {
485 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
488 /* Others + Render & Texture */
489 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
490 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
491 if (This->set.transform[i] && This->changed.transform[i])
492 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
495 if (This->set.indices && This->changed.indices)
496 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
498 if (This->set.material && This->changed.material )
499 IWineD3DDevice_SetMaterial(pDevice, &This->material);
501 if (This->set.viewport && This->changed.viewport)
502 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
504 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
505 for (i=0; i<MAX_STREAMS; i++) {
506 if (This->set.streamSource[i] && This->changed.streamSource[i])
507 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
509 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
510 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
513 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
514 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
515 float clip[4];
517 clip[0] = This->clipplane[i][0];
518 clip[1] = This->clipplane[i][1];
519 clip[2] = This->clipplane[i][2];
520 clip[3] = This->clipplane[i][3];
521 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
525 /* Render */
526 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
527 if (This->set.renderState[i] && This->changed.renderState[i])
528 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
531 /* FIXME: Texture are set against samplers... not just TextureStages */
532 /* Texture */
533 for (j = 0; j < GL_LIMITS(textures); j++) { /* Set The texture first, just in case it resets the states? */
534 if (This->set.textures[j] && This->changed.textures[j]) {
535 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
537 /* TODO: move over to memcpy */
538 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
539 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
540 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
541 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE;
542 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
547 /* Samplers */
548 /* TODO: move over to memcpy */
549 for (j = 0 ; j < GL_LIMITS(samplers); j++){
550 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
551 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
552 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
553 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE;
554 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
560 } else if (This->blockType == WINED3DSBT_PIXELSTATE) {
562 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
563 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
564 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
568 for (j = 0; j < GL_LIMITS(textures); j++) {
569 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
570 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
574 for (j = 0; j < GL_LIMITS(samplers); j++) {
575 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
576 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
580 } else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
582 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
583 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
584 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
587 for (j = 0; j < GL_LIMITS(textures); j++) {
588 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
589 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
593 for (j = 0; j < GL_LIMITS(textures); j++) {
594 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
595 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
600 } else {
601 FIXME("Unrecognized state block type %d\n", This->blockType);
603 memcpy(&((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed, sizeof(((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed));
604 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
606 return WINED3D_OK;
609 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
610 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
611 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
612 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
613 union {
614 D3DLINEPATTERN lp;
615 DWORD d;
616 } lp;
617 union {
618 float f;
619 DWORD d;
620 } tmpfloat;
621 unsigned int i;
623 /* Note this may have a large overhead but it should only be executed
624 once, in order to initialize the complete state of the device and
625 all opengl equivalents */
626 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
627 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
628 This->blockType = WINED3DSBT_INIT;
630 /* Set some of the defaults for lights, transforms etc */
631 memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity));
632 memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity));
633 for (i = 0; i < 256; ++i) {
634 memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
637 TRACE("Render states\n");
638 /* Render states: */
639 if (ThisDevice->depthStencilBuffer != NULL) {
640 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_TRUE);
641 } else {
642 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_FALSE);
644 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID);
645 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD);
646 lp.lp.wRepeatFactor = 0;
647 lp.lp.wLinePattern = 0;
648 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
649 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
650 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
651 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
652 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, D3DBLEND_ONE);
653 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, D3DBLEND_ZERO);
654 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, D3DCULL_CCW);
655 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL);
656 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
657 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0xff); /*??*/
658 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
659 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
660 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
661 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
662 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
663 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
664 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, D3DFOG_NONE);
665 tmpfloat.f = 0.0f;
666 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
667 tmpfloat.f = 1.0f;
668 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
669 tmpfloat.f = 1.0f;
670 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
671 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
672 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
673 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
674 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
675 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
676 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
677 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
679 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
680 * so only a single call performed (and ensure defaults initialized before making that call)
682 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
683 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
685 This->renderState[WINED3DRS_STENCILREF] = 0;
686 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
687 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, D3DCMP_ALWAYS);
688 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
689 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
690 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
691 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
692 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
693 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
694 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
695 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
696 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
697 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
698 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
699 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
700 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
701 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, D3DFOG_NONE);
702 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
703 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
704 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
705 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
706 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
707 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
708 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
709 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE);
710 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
711 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
712 tmpfloat.f = 1.0f;
713 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
714 tmpfloat.f = 0.0f;
715 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
716 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
717 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
718 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, TRUE);
719 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, TRUE);
720 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, TRUE);
721 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
722 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
723 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
724 tmpfloat.f = 1.0f;
725 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
726 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
727 tmpfloat.f = 64.0f;
728 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
729 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
730 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
731 tmpfloat.f = 0.0f;
732 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
733 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, D3DBLENDOP_ADD);
734 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
735 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
736 /* states new in d3d9 */
737 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
738 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
739 tmpfloat.f = 1.0f;
740 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
741 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
742 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
743 tmpfloat.f = 0.0f;
744 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
745 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
746 tmpfloat.f = 1.0f;
747 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
748 tmpfloat.f = 0.0f;
749 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
750 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
751 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
752 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
753 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP);
754 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
755 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS);
756 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
757 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
758 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
759 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
760 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
761 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
762 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
763 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
764 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
765 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
766 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
767 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
768 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
769 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
770 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
771 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
772 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, D3DBLEND_ZERO);
773 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
775 /* clipping status */
776 This->clip_status.ClipUnion = 0;
777 This->clip_status.ClipIntersection = 0xFFFFFFFF;
779 /* Texture Stage States - Put directly into state block, we will call function below */
780 for (i = 0; i < GL_LIMITS(textures); i++) {
781 TRACE("Setting up default texture states for texture Stage %d\n", i);
782 memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity));
783 This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
784 This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
785 This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
786 This->textureState[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
787 This->textureState[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
788 This->textureState[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
789 This->textureState[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
790 This->textureState[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
791 This->textureState[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
792 This->textureState[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
793 This->textureState[i][D3DTSS_TEXCOORDINDEX ] = i;
794 This->textureState[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
795 This->textureState[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
796 This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
797 This->textureState[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
798 This->textureState[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
799 This->textureState[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
800 This->textureState[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
803 /* Sampler states*/
804 for (i = 0 ; i < GL_LIMITS(samplers); i++) {
805 TRACE("Setting up default samplers states for sampler %d\n", i);
806 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
807 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
808 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_WRAP;
809 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
810 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
811 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
812 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
813 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
814 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
815 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
816 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
817 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
818 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 256; /* TODO: Vertex offset in the presampled displacement map */
821 /* Under DirectX you can have texture stage operations even if no texture is
822 bound, whereas opengl will only do texture operations when a valid texture is
823 bound. We emulate this by creating dummy textures and binding them to each
824 texture stage, but disable all stages by default. Hence if a stage is enabled
825 then the default texture will kick in until replaced by a SetTexture call */
827 ENTER_GL();
829 for (i = 0; i < GL_LIMITS(textures); i++) {
830 GLubyte white = 255;
832 /* Note this avoids calling settexture, so pretend it has been called */
833 This->set.textures[i] = TRUE;
834 This->changed.textures[i] = TRUE;
835 This->textures[i] = NULL;
837 /* Make appropriate texture active */
838 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
839 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
840 checkGLcall("glActiveTextureARB");
841 } else if (i > 0) {
842 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
845 /* Generate an opengl texture name */
846 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
847 checkGLcall("glGenTextures");
848 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
850 /* Generate a dummy 1d texture */
851 This->textureDimensions[i] = GL_TEXTURE_1D;
852 glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
853 checkGLcall("glBindTexture");
855 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
856 checkGLcall("glTexImage1D");
857 #if 1 /* TODO: move the setting texture states off to basetexture */
858 /* Reapply all the texture state information to this texture */
859 IWineD3DDevice_SetupTextureStates(device, i, REAPPLY_ALL);
860 #endif
863 LEAVE_GL();
865 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
866 for (i = 0; i < MAX_PALETTES; ++i) {
867 int j;
868 for (j = 0; j < 256; ++j) {
869 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
870 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
871 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
872 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
875 This->wineD3DDevice->currentPalette = 0;
877 /* Set default GLSL program ID to 0. We won't actually create one
878 * until the app sets a vertex or pixel shader */
879 This->shaderPrgId = 0;
881 TRACE("-----------------------> Device defaults now set up...\n");
882 return WINED3D_OK;
885 /**********************************************************
886 * IWineD3DStateBlock VTbl follows
887 **********************************************************/
889 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
891 /* IUnknown */
892 IWineD3DStateBlockImpl_QueryInterface,
893 IWineD3DStateBlockImpl_AddRef,
894 IWineD3DStateBlockImpl_Release,
895 /* IWineD3DStateBlock */
896 IWineD3DStateBlockImpl_GetParent,
897 IWineD3DStateBlockImpl_GetDevice,
898 IWineD3DStateBlockImpl_Capture,
899 IWineD3DStateBlockImpl_Apply,
900 IWineD3DStateBlockImpl_InitStartupStateBlock