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
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
);
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);
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);
60 /* type 0 represents the primary stateblock, so free all the resources */
61 if (This
->blockType
== WINED3DSBT_INIT
) {
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
);
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
;
117 HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
119 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
121 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
122 IWineD3DDevice_AddRef(*ppDevice
);
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);*/
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 */
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");
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 */
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
;
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
;
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
,
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
,
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
],
267 sizeof(This
->clipplane
)) != 0) {
269 TRACE("Updating clipplane %d\n", i
);
270 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
271 sizeof(This
->clipplane
));
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? */
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
];
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
);
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*/
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
) {
339 IWineD3DDevice_SetLight(pDevice
, toDo
->OriginalIndex
, &toDo
->OriginalParms
);
340 if (toDo
->enabledChanged
)
341 IWineD3DDevice_SetLightEnable(pDevice
, toDo
->OriginalIndex
, toDo
->lightEnabled
);
345 #if 0 /*TODO: VertexShaders*/
346 if (This
->set
.vertexShader
&& This
->changed
.vertexShader
)
347 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
348 /* TODO: Vertex Shader Constants */
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 */
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
]) {
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
);
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 */
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
];
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
]];
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
);
483 HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
484 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
485 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
486 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
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");
513 if (ThisDevice
->depthStencilBuffer
!= NULL
) {
514 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_TRUE
);
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
);
540 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
542 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
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
);
587 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
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
);
599 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
600 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, D3DDMT_DISABLE
);
602 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
603 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
604 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
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);
614 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
615 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
616 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
618 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
619 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
621 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
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
;
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 */
703 for (i
= 0; i
< GL_LIMITS(textures
); i
++) {
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
)) {
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
);
738 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
739 for (i
= 0; i
< MAX_PALETTES
; ++i
) {
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");
754 /**********************************************************
755 * IWineD3DStateBlock VTbl follows
756 **********************************************************/
758 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
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