More comm tests.
[wine/wine64.git] / dlls / wined3d / stateblock.c
blobb6cb92195d2bb4c840facadc28879e11b25c8df3
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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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 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_IWineD3DStateBlock)){
38 IUnknown_AddRef(iface);
39 *ppobj = This;
40 return D3D_OK;
42 return E_NOINTERFACE;
45 ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
46 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
47 ULONG refCount = InterlockedIncrement(&This->ref);
49 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
50 return refCount;
53 ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
54 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
55 ULONG refCount = InterlockedDecrement(&This->ref);
57 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
59 if (!refCount) {
60 /* type 0 represents the primary stateblock, so free all the resources */
61 if (This->blockType == WINED3DSBT_INIT) {
62 int counter;
63 FIXME("Releasing primary stateblock\n");
64 /* Free any streams still bound */
65 for (counter = 0 ; counter < MAX_STREAMS ; counter++) {
66 if (This->streamSource[counter] != NULL) {
67 IUnknown *vertexBufferParent;
68 IWineD3DVertexBuffer_GetParent(This->streamSource[counter], &vertexBufferParent);
69 /* Set to NULL here so that Device_ResourceReleased can give a warning if This->streamSource[counter] == ResourceReleased */
70 This->streamSource[counter] = NULL;
71 IUnknown_Release(vertexBufferParent);
72 IUnknown_Release(vertexBufferParent);
76 /* free any index data */
77 if (This->pIndexData) {
78 IUnknown *indexBufferParent;
79 IWineD3DIndexBuffer_GetParent(This->pIndexData, &indexBufferParent);
80 This->pIndexData = NULL;
81 TRACE("Releasing index buffer %p p(%p)", This->pIndexData, indexBufferParent);
82 IUnknown_Release(indexBufferParent);
83 IUnknown_Release(indexBufferParent);
86 /* NOTE: according to MSDN: The applicaion is responsible for making sure the texture references are cleared down */
87 for (counter = 0; counter < GL_LIMITS(textures); counter++) {
88 if (This->textures[counter]) {
89 IUnknown *textureParent;
90 IWineD3DBaseTexture_GetParent(This->textures[counter], &textureParent);
91 /* FIXME: Were not using internal counting properly, so were making up for it here by releasing the object anyway */
93 IUnknown_Release(textureParent);
94 /* release our 'internal' hold on the texture */
95 if(0 != IUnknown_Release(textureParent)) {
96 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p Parent = %p\n", counter, This->textures[counter], textureParent);
102 HeapFree(GetProcessHeap(), 0, This);
104 return refCount;
107 /**********************************************************
108 * IWineD3DStateBlockImpl parts follows
109 **********************************************************/
110 HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
111 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
112 IUnknown_AddRef(This->parent);
113 *pParent = This->parent;
114 return D3D_OK;
117 HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
119 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
121 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
122 IWineD3DDevice_AddRef(*ppDevice);
123 return D3D_OK;
127 HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
129 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
130 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
132 TRACE("(%p) : Updating state block %p ------------------v \n", targetStateBlock, This);
134 /* If not recorded, then update can just recapture */
135 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
136 IWineD3DStateBlockImpl* tmpBlock;
137 PLIGHTINFOEL *tmp = This->lights;
139 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
141 /* Note just swap the light chains over so when deleting, the old one goes */
142 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
143 tmpBlock->lights = tmp;
145 /* Delete the temporary one (which points to the old light chain though */
146 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
147 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
149 } else {
150 unsigned int i, j;
152 PLIGHTINFOEL *src;
154 /* Recorded => Only update 'changed' values */
155 if (This->set.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
156 This->vertexShader = targetStateBlock->vertexShader;
157 TRACE("Updating vertex shader to %p\n", targetStateBlock->vertexShader);
160 /* TODO: Vertex Shader Constants */
162 /* Lights... For a recorded state block, we just had a chain of actions to perform,
163 so we need to walk that chain and update any actions which differ */
164 src = This->lights;
165 while (src != NULL) {
166 PLIGHTINFOEL *realLight = NULL;
168 /* Locate the light in the live lights */
169 realLight = targetStateBlock->lights;
170 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
172 if (realLight == NULL) {
173 FIXME("A captured light no longer exists...?\n");
174 } else {
176 /* If 'changed' then its a SetLight command. Rather than comparing to see
177 if the OriginalParms have changed and then copy them (twice through
178 memory) just do the copy */
179 if (src->changed) {
180 TRACE("Updating lights for light %ld\n", src->OriginalIndex);
181 memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
184 /* If 'enabledchanged' then its a LightEnable command */
185 if (src->enabledChanged) {
186 TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
187 src->lightEnabled = realLight->lightEnabled;
192 src = src->next;
196 #if 0 /*TODO: Pixel shaders*/
197 if (This->set.pixelShader && This->pixelShader != pDeviceImpl->stateBlock->pixelShader) {
198 TRACE("Updating pixel shader to %p\n", pDeviceImpl->stateBlock->pixelShader);
199 This->pixelShader = targetStateBlock->pixelShader;
201 #endif
202 /* TODO: Pixel Shader Constants */
204 /* Others + Render & Texture */
205 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
206 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
207 &This->transforms[i],
208 sizeof(D3DMATRIX)) != 0) {
209 TRACE("Updating transform %d\n", i);
210 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(D3DMATRIX));
214 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
215 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
216 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
217 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
218 This->pIndexData = targetStateBlock->pIndexData;
219 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
222 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
223 This->vertexDecl = targetStateBlock->vertexDecl;
226 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
227 This->fvf = targetStateBlock->fvf;
230 if (This->set.material && memcmp(&targetStateBlock->material,
231 &This->material,
232 sizeof(D3DMATERIAL9)) != 0) {
233 TRACE("Updating material\n");
234 memcpy(&This->material, &targetStateBlock->material, sizeof(D3DMATERIAL9));
237 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
238 &This->viewport,
239 sizeof(D3DVIEWPORT9)) != 0) {
240 TRACE("Updating viewport\n");
241 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(D3DVIEWPORT9));
244 for (i = 0; i < MAX_STREAMS; i++) {
245 if (This->set.streamSource[i] &&
246 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
247 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
248 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
249 targetStateBlock->streamStride[i]);
250 This->streamStride[i] = targetStateBlock->streamStride[i];
251 This->streamSource[i] = targetStateBlock->streamSource[i];
254 if (This->set.streamFreq[i] &&
255 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
256 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
257 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
258 targetStateBlock->streamFlags[i]);
259 This->streamFreq[i] = targetStateBlock->streamFreq[i];
260 This->streamFlags[i] = targetStateBlock->streamFlags[i];
264 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
265 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
266 &This->clipplane[i],
267 sizeof(This->clipplane)) != 0) {
269 TRACE("Updating clipplane %d\n", i);
270 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
271 sizeof(This->clipplane));
275 /* Render */
276 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
278 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
279 TRACE("Updating renderState %d to %ld\n", i, targetStateBlock->renderState[i]);
280 This->renderState[i] = targetStateBlock->renderState[i];
284 /* FIXME: textures are upto MAX_SAMPLERS for d3d9? */
285 /* Texture */
286 for (j = 0; j < GL_LIMITS(textures); j++) {
287 /* TODO: move over to using memcpy */
288 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
289 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, targetStateBlock->textureState[j][i],
290 This->textureState[j][i]);
291 This->textureState[j][i] = targetStateBlock->textureState[j][i];
294 if ((This->set.textures[j] && (This->textures[j] != targetStateBlock->textures[j]))) {
295 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
296 This->textures[j] = targetStateBlock->textures[j];
301 /* Samplers */
302 /* TODO: move over to using memcpy */
303 for (j = 0 ; j < GL_LIMITS(samplers); j++){
304 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
305 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
306 j, i, targetStateBlock->samplerState[j][i],
307 This->samplerState[j][i]);
308 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
313 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
315 return D3D_OK;
318 HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
319 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
320 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
322 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
323 should really perform a delta so that only the changes get updated*/
326 UINT i;
327 UINT j;
329 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
331 /* FIXME: Only apply applicable states not all states */
333 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_VERTEXSTATE) {
336 PLIGHTINFOEL *toDo = This->lights;
337 while (toDo != NULL) {
338 if (toDo->changed)
339 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
340 if (toDo->enabledChanged)
341 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
342 toDo = toDo->next;
345 #if 0 /*TODO: VertexShaders*/
346 if (This->set.vertexShader && This->changed.vertexShader)
347 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
348 /* TODO: Vertex Shader Constants */
349 #endif
352 #if 0 /*TODO: Pixel Shaders*/
353 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
355 if (This->set.pixelShader && This->changed.pixelShader)
356 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
358 /* TODO: Pixel Shader Constants */
360 #endif
362 if (This->set.fvf && This->changed.fvf) {
363 IWineD3DDevice_SetFVF(pDevice, This->fvf);
366 if (This->set.vertexDecl && This->changed.vertexDecl) {
367 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
370 /* Others + Render & Texture */
371 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL) {
372 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
373 if (This->set.transform[i] && This->changed.transform[i])
374 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
377 if (This->set.indices && This->changed.indices)
378 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
380 if (This->set.material && This->changed.material )
381 IWineD3DDevice_SetMaterial(pDevice, &This->material);
383 if (This->set.viewport && This->changed.viewport)
384 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
386 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
387 for (i=0; i<MAX_STREAMS; i++) {
388 if (This->set.streamSource[i] && This->changed.streamSource[i])
389 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
391 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
392 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
395 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
396 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
397 float clip[4];
399 clip[0] = This->clipplane[i][0];
400 clip[1] = This->clipplane[i][1];
401 clip[2] = This->clipplane[i][2];
402 clip[3] = This->clipplane[i][3];
403 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
407 /* Render */
408 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
409 if (This->set.renderState[i] && This->changed.renderState[i])
410 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
413 /* FIXME: Texture are set against samplers... not just TextureStages */
414 /* Texture */
415 for (j = 0; j < GL_LIMITS(textures); j++) { /* Set The texture first, just in case it resets the states? */
416 if (This->set.textures[j] && This->changed.textures[j]) {
417 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
419 /* TODO: move over to memcpy */
420 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
421 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
425 /* Samplers */
426 /* TODO: move over to memcpy */
427 for (j = 0 ; j < GL_LIMITS(samplers); j++){
428 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
429 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
434 } else if (This->blockType == D3DSBT_PIXELSTATE) {
436 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
437 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
438 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
442 for (j = 0; j < GL_LIMITS(textures); i++) {
443 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
444 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
448 for (j = 0; j < GL_LIMITS(samplers); i++) {
449 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
450 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
454 } else if (This->blockType == D3DSBT_VERTEXSTATE) {
456 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
457 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
458 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
461 for (j = 0; j < GL_LIMITS(textures); i++) {
462 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
463 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
467 for (j = 0; j < GL_LIMITS(textures); i++) {
468 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
469 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->textureState[j][SavedVertexStates_S[i]];
474 } else {
475 FIXME("Unrecognized state block type %d\n", This->blockType);
477 memcpy(&((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed, sizeof(((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed));
478 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
480 return D3D_OK;
483 HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
484 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
485 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
486 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
487 union {
488 D3DLINEPATTERN lp;
489 DWORD d;
490 } lp;
491 union {
492 float f;
493 DWORD d;
494 } tmpfloat;
495 unsigned int i;
497 /* Note this may have a large overhead but it should only be executed
498 once, in order to initialize the complete state of the device and
499 all opengl equivalents */
500 TRACE("(%p) -----------------------> Setting up device defaults... %p \n", This, This->wineD3DDevice);
501 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
502 This->blockType = WINED3DSBT_INIT;
504 /* Set some of the defaults for lights, transforms etc */
505 memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity));
506 memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity));
507 for (i = 0; i < 256; ++i) {
508 memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
511 TRACE("Render states\n");
512 /* Render states: */
513 if (ThisDevice->depthStencilBuffer != NULL) {
514 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_TRUE);
515 } else {
516 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_FALSE);
518 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID);
519 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD);
520 lp.lp.wRepeatFactor = 0;
521 lp.lp.wLinePattern = 0;
522 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
523 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
524 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
525 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
526 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, D3DBLEND_ONE);
527 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, D3DBLEND_ZERO);
528 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, D3DCULL_CCW);
529 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL);
530 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
531 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0xff); /*??*/
532 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
533 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
534 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
535 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
536 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
537 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
538 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, D3DFOG_NONE);
539 tmpfloat.f = 0.0f;
540 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
541 tmpfloat.f = 1.0f;
542 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
543 tmpfloat.f = 1.0f;
544 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
545 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
546 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
547 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
548 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
549 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
550 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
551 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
553 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
554 * so only a single call performed (and ensure defaults initialized before making that call)
556 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
557 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
559 This->renderState[WINED3DRS_STENCILREF] = 0;
560 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
561 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, D3DCMP_ALWAYS);
562 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
563 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
564 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
565 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
566 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
567 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
568 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
569 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
570 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
571 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
572 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
573 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
574 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
575 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, D3DFOG_NONE);
576 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
577 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
578 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
579 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
580 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
581 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
582 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
583 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE);
584 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
585 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
586 tmpfloat.f = 1.0f;
587 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
588 tmpfloat.f = 0.0f;
589 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
590 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
591 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
592 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, TRUE);
593 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, TRUE);
594 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, TRUE);
595 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
596 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
597 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
598 tmpfloat.f = 1.0f;
599 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
600 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
601 tmpfloat.f = 64.0f;
602 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
603 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
604 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
605 tmpfloat.f = 0.0f;
606 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
607 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, D3DBLENDOP_ADD);
608 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
609 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
610 /* states new in d3d9 */
611 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
612 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
613 tmpfloat.f = 1.0f;
614 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
615 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
616 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
617 tmpfloat.f = 0.0f;
618 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
619 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
620 tmpfloat.f = 1.0f;
621 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
622 tmpfloat.f = 0.0f;
623 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
624 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
625 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
626 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
627 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP);
628 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
629 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS);
630 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
631 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
632 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
633 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
634 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
635 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
636 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
637 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
638 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
639 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
640 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
641 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
642 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
643 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
644 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
645 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
646 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, D3DBLEND_ZERO);
647 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
649 /* clipping status */
650 This->clip_status.ClipUnion = 0;
651 This->clip_status.ClipIntersection = 0xFFFFFFFF;
653 /* Texture Stage States - Put directly into state block, we will call function below */
654 for (i = 0; i < GL_LIMITS(textures); i++) {
655 TRACE("Setting up default texture states for texture Stage %d\n", i);
656 memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity));
657 This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
658 This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
659 This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
660 This->textureState[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
661 This->textureState[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
662 This->textureState[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
663 This->textureState[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
664 This->textureState[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
665 This->textureState[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
666 This->textureState[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
667 This->textureState[i][D3DTSS_TEXCOORDINDEX ] = i;
668 This->textureState[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
669 This->textureState[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
670 This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
671 This->textureState[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
672 This->textureState[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
673 This->textureState[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
674 This->textureState[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
677 /* Sampler states*/
678 for (i = 0 ; i < GL_LIMITS(samplers); i++) {
679 TRACE("Setting up default samplers states for sampler %d\n", i);
680 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
681 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
682 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_WRAP;
683 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
684 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = D3DTEXF_POINT;
685 This->samplerState[i][WINED3DSAMP_MINFILTER ] = D3DTEXF_POINT;
686 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = D3DTEXF_NONE;
687 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
688 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
689 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
690 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
691 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
692 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 256; /* TODO: Vertex offset in the presampled displacement map */
695 /* Under DirectX you can have texture stage operations even if no texture is
696 bound, whereas opengl will only do texture operations when a valid texture is
697 bound. We emulate this by creating dummy textures and binding them to each
698 texture stage, but disable all stages by default. Hence if a stage is enabled
699 then the default texture will kick in until replaced by a SetTexture call */
701 ENTER_GL();
703 for (i = 0; i < GL_LIMITS(textures); i++) {
704 GLubyte white = 255;
706 /* Note this avoids calling settexture, so pretend it has been called */
707 This->set.textures[i] = TRUE;
708 This->changed.textures[i] = TRUE;
709 This->textures[i] = NULL;
711 /* Make appropriate texture active */
712 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
713 GLACTIVETEXTURE(i);
714 } else if (i > 0) {
715 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
718 /* Generate an opengl texture name */
719 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
720 checkGLcall("glGenTextures");
721 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
723 /* Generate a dummy 1d texture */
724 This->textureDimensions[i] = GL_TEXTURE_1D;
725 glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
726 checkGLcall("glBindTexture");
728 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
729 checkGLcall("glTexImage1D");
730 #if 1 /* TODO: move the setting texture states off to basetexture */
731 /* Reapply all the texture state information to this texture */
732 IWineD3DDevice_SetupTextureStates(device, i, REAPPLY_ALL);
733 #endif
736 LEAVE_GL();
738 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
739 for (i = 0; i < MAX_PALETTES; ++i) {
740 int j;
741 for (j = 0; j < 256; ++j) {
742 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
743 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
744 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
745 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
748 This->wineD3DDevice->currentPalette = 0;
750 TRACE("-----------------------> Device defaults now set up...\n");
751 return D3D_OK;
754 /**********************************************************
755 * IWineD3DStateBlock VTbl follows
756 **********************************************************/
758 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
760 /* IUnknown */
761 IWineD3DStateBlockImpl_QueryInterface,
762 IWineD3DStateBlockImpl_AddRef,
763 IWineD3DStateBlockImpl_Release,
764 /* IWineD3DStateBlock */
765 IWineD3DStateBlockImpl_GetParent,
766 IWineD3DStateBlockImpl_GetDevice,
767 IWineD3DStateBlockImpl_Capture,
768 IWineD3DStateBlockImpl_Apply,
769 IWineD3DStateBlockImpl_InitStartupStateBlock