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[reactos.git] / dll / directx / wine / wined3d / stateblock.c
1 /*
2 * state block implementation
3 *
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28
29 static const DWORD pixel_states_render[] =
30 {
31 WINED3D_RS_ALPHABLENDENABLE,
32 WINED3D_RS_ALPHAFUNC,
33 WINED3D_RS_ALPHAREF,
34 WINED3D_RS_ALPHATESTENABLE,
35 WINED3D_RS_ANTIALIASEDLINEENABLE,
36 WINED3D_RS_BLENDFACTOR,
37 WINED3D_RS_BLENDOP,
38 WINED3D_RS_BLENDOPALPHA,
39 WINED3D_RS_CCW_STENCILFAIL,
40 WINED3D_RS_CCW_STENCILPASS,
41 WINED3D_RS_CCW_STENCILZFAIL,
42 WINED3D_RS_COLORWRITEENABLE,
43 WINED3D_RS_COLORWRITEENABLE1,
44 WINED3D_RS_COLORWRITEENABLE2,
45 WINED3D_RS_COLORWRITEENABLE3,
46 WINED3D_RS_DEPTHBIAS,
47 WINED3D_RS_DESTBLEND,
48 WINED3D_RS_DESTBLENDALPHA,
49 WINED3D_RS_DITHERENABLE,
50 WINED3D_RS_FILLMODE,
51 WINED3D_RS_FOGDENSITY,
52 WINED3D_RS_FOGEND,
53 WINED3D_RS_FOGSTART,
54 WINED3D_RS_LASTPIXEL,
55 WINED3D_RS_SCISSORTESTENABLE,
56 WINED3D_RS_SEPARATEALPHABLENDENABLE,
57 WINED3D_RS_SHADEMODE,
58 WINED3D_RS_SLOPESCALEDEPTHBIAS,
59 WINED3D_RS_SRCBLEND,
60 WINED3D_RS_SRCBLENDALPHA,
61 WINED3D_RS_SRGBWRITEENABLE,
62 WINED3D_RS_STENCILENABLE,
63 WINED3D_RS_STENCILFAIL,
64 WINED3D_RS_STENCILFUNC,
65 WINED3D_RS_STENCILMASK,
66 WINED3D_RS_STENCILPASS,
67 WINED3D_RS_STENCILREF,
68 WINED3D_RS_STENCILWRITEMASK,
69 WINED3D_RS_STENCILZFAIL,
70 WINED3D_RS_TEXTUREFACTOR,
71 WINED3D_RS_TWOSIDEDSTENCILMODE,
72 WINED3D_RS_WRAP0,
73 WINED3D_RS_WRAP1,
74 WINED3D_RS_WRAP10,
75 WINED3D_RS_WRAP11,
76 WINED3D_RS_WRAP12,
77 WINED3D_RS_WRAP13,
78 WINED3D_RS_WRAP14,
79 WINED3D_RS_WRAP15,
80 WINED3D_RS_WRAP2,
81 WINED3D_RS_WRAP3,
82 WINED3D_RS_WRAP4,
83 WINED3D_RS_WRAP5,
84 WINED3D_RS_WRAP6,
85 WINED3D_RS_WRAP7,
86 WINED3D_RS_WRAP8,
87 WINED3D_RS_WRAP9,
88 WINED3D_RS_ZENABLE,
89 WINED3D_RS_ZFUNC,
90 WINED3D_RS_ZWRITEENABLE,
91 };
92
93 static const DWORD pixel_states_texture[] =
94 {
95 WINED3D_TSS_ALPHA_ARG0,
96 WINED3D_TSS_ALPHA_ARG1,
97 WINED3D_TSS_ALPHA_ARG2,
98 WINED3D_TSS_ALPHA_OP,
99 WINED3D_TSS_BUMPENV_LOFFSET,
100 WINED3D_TSS_BUMPENV_LSCALE,
101 WINED3D_TSS_BUMPENV_MAT00,
102 WINED3D_TSS_BUMPENV_MAT01,
103 WINED3D_TSS_BUMPENV_MAT10,
104 WINED3D_TSS_BUMPENV_MAT11,
105 WINED3D_TSS_COLOR_ARG0,
106 WINED3D_TSS_COLOR_ARG1,
107 WINED3D_TSS_COLOR_ARG2,
108 WINED3D_TSS_COLOR_OP,
109 WINED3D_TSS_RESULT_ARG,
110 WINED3D_TSS_TEXCOORD_INDEX,
111 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
112 };
113
114 static const DWORD pixel_states_sampler[] =
115 {
116 WINED3D_SAMP_ADDRESS_U,
117 WINED3D_SAMP_ADDRESS_V,
118 WINED3D_SAMP_ADDRESS_W,
119 WINED3D_SAMP_BORDER_COLOR,
120 WINED3D_SAMP_MAG_FILTER,
121 WINED3D_SAMP_MIN_FILTER,
122 WINED3D_SAMP_MIP_FILTER,
123 WINED3D_SAMP_MIPMAP_LOD_BIAS,
124 WINED3D_SAMP_MAX_MIP_LEVEL,
125 WINED3D_SAMP_MAX_ANISOTROPY,
126 WINED3D_SAMP_SRGB_TEXTURE,
127 WINED3D_SAMP_ELEMENT_INDEX,
128 };
129
130 static const DWORD vertex_states_render[] =
131 {
132 WINED3D_RS_ADAPTIVETESS_W,
133 WINED3D_RS_ADAPTIVETESS_X,
134 WINED3D_RS_ADAPTIVETESS_Y,
135 WINED3D_RS_ADAPTIVETESS_Z,
136 WINED3D_RS_AMBIENT,
137 WINED3D_RS_AMBIENTMATERIALSOURCE,
138 WINED3D_RS_CLIPPING,
139 WINED3D_RS_CLIPPLANEENABLE,
140 WINED3D_RS_COLORVERTEX,
141 WINED3D_RS_CULLMODE,
142 WINED3D_RS_DIFFUSEMATERIALSOURCE,
143 WINED3D_RS_EMISSIVEMATERIALSOURCE,
144 WINED3D_RS_ENABLEADAPTIVETESSELLATION,
145 WINED3D_RS_FOGCOLOR,
146 WINED3D_RS_FOGDENSITY,
147 WINED3D_RS_FOGENABLE,
148 WINED3D_RS_FOGEND,
149 WINED3D_RS_FOGSTART,
150 WINED3D_RS_FOGTABLEMODE,
151 WINED3D_RS_FOGVERTEXMODE,
152 WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
153 WINED3D_RS_LIGHTING,
154 WINED3D_RS_LOCALVIEWER,
155 WINED3D_RS_MAXTESSELLATIONLEVEL,
156 WINED3D_RS_MINTESSELLATIONLEVEL,
157 WINED3D_RS_MULTISAMPLEANTIALIAS,
158 WINED3D_RS_MULTISAMPLEMASK,
159 WINED3D_RS_NORMALDEGREE,
160 WINED3D_RS_NORMALIZENORMALS,
161 WINED3D_RS_PATCHEDGESTYLE,
162 WINED3D_RS_POINTSCALE_A,
163 WINED3D_RS_POINTSCALE_B,
164 WINED3D_RS_POINTSCALE_C,
165 WINED3D_RS_POINTSCALEENABLE,
166 WINED3D_RS_POINTSIZE,
167 WINED3D_RS_POINTSIZE_MAX,
168 WINED3D_RS_POINTSIZE_MIN,
169 WINED3D_RS_POINTSPRITEENABLE,
170 WINED3D_RS_POSITIONDEGREE,
171 WINED3D_RS_RANGEFOGENABLE,
172 WINED3D_RS_SHADEMODE,
173 WINED3D_RS_SPECULARENABLE,
174 WINED3D_RS_SPECULARMATERIALSOURCE,
175 WINED3D_RS_TWEENFACTOR,
176 WINED3D_RS_VERTEXBLEND,
177 };
178
179 static const DWORD vertex_states_texture[] =
180 {
181 WINED3D_TSS_TEXCOORD_INDEX,
182 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
183 };
184
185 static const DWORD vertex_states_sampler[] =
186 {
187 WINED3D_SAMP_DMAP_OFFSET,
188 };
189
190 /* Allocates the correct amount of space for pixel and vertex shader constants,
191 * along with their set/changed flags on the given stateblock object
192 */
193 static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
194 {
195 const struct wined3d_d3d_info *d3d_info = &object->device->adapter->d3d_info;
196
197 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
198 sizeof(BOOL) * d3d_info->limits.ps_uniform_count);
199 if (!object->changed.pixelShaderConstantsF) goto fail;
200
201 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
202 sizeof(BOOL) * d3d_info->limits.vs_uniform_count);
203 if (!object->changed.vertexShaderConstantsF) goto fail;
204
205 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
206 sizeof(DWORD) * d3d_info->limits.vs_uniform_count);
207 if (!object->contained_vs_consts_f) goto fail;
208
209 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
210 sizeof(DWORD) * d3d_info->limits.ps_uniform_count);
211 if (!object->contained_ps_consts_f) goto fail;
212
213 return WINED3D_OK;
214
215 fail:
216 ERR("Failed to allocate memory\n");
217 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
218 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
219 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
220 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
221 return E_OUTOFMEMORY;
222 }
223
224 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
225 {
226 DWORD mask = (1 << (map_size & 0x1f)) - 1;
227 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
228 if (mask) map[map_size >> 5] = mask;
229 }
230
231 /* Set all members of a stateblock savedstate to the given value */
232 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
233 {
234 unsigned int i;
235
236 /* Single values */
237 states->primitive_type = 1;
238 states->indices = 1;
239 states->material = 1;
240 states->viewport = 1;
241 states->vertexDecl = 1;
242 states->pixelShader = 1;
243 states->vertexShader = 1;
244 states->scissorRect = 1;
245
246 /* Fixed size arrays */
247 states->streamSource = 0xffff;
248 states->streamFreq = 0xffff;
249 states->textures = 0xfffff;
250 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
251 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
252 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
253 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
254 states->clipplane = 0xffffffff;
255 states->pixelShaderConstantsB = 0xffff;
256 states->pixelShaderConstantsI = 0xffff;
257 states->vertexShaderConstantsB = 0xffff;
258 states->vertexShaderConstantsI = 0xffff;
259
260 /* Dynamically sized arrays */
261 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
262 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
263 }
264
265 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
266 {
267 DWORD texture_mask = 0;
268 WORD sampler_mask = 0;
269 unsigned int i;
270
271 states->pixelShader = 1;
272
273 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
274 {
275 DWORD rs = pixel_states_render[i];
276 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
277 }
278
279 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
280 texture_mask |= 1 << pixel_states_texture[i];
281 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
282 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
283 sampler_mask |= 1 << pixel_states_sampler[i];
284 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
285 states->pixelShaderConstantsB = 0xffff;
286 states->pixelShaderConstantsI = 0xffff;
287
288 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
289 }
290
291 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
292 {
293 DWORD texture_mask = 0;
294 WORD sampler_mask = 0;
295 unsigned int i;
296
297 states->vertexDecl = 1;
298 states->vertexShader = 1;
299
300 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
301 {
302 DWORD rs = vertex_states_render[i];
303 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
304 }
305
306 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
307 texture_mask |= 1 << vertex_states_texture[i];
308 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
309 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
310 sampler_mask |= 1 << vertex_states_sampler[i];
311 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
312 states->vertexShaderConstantsB = 0xffff;
313 states->vertexShaderConstantsI = 0xffff;
314
315 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
316 }
317
318 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
319 {
320 const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
321 unsigned int i, j;
322
323 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
324 {
325 DWORD map = stateblock->changed.renderState[i];
326 for (j = 0; map; map >>= 1, ++j)
327 {
328 if (!(map & 1)) continue;
329
330 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
331 ++stateblock->num_contained_render_states;
332 }
333 }
334
335 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
336 {
337 DWORD map = stateblock->changed.transform[i];
338 for (j = 0; map; map >>= 1, ++j)
339 {
340 if (!(map & 1)) continue;
341
342 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
343 ++stateblock->num_contained_transform_states;
344 }
345 }
346
347 for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
348 {
349 if (stateblock->changed.vertexShaderConstantsF[i])
350 {
351 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
352 ++stateblock->num_contained_vs_consts_f;
353 }
354 }
355
356 for (i = 0; i < MAX_CONST_I; ++i)
357 {
358 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
359 {
360 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
361 ++stateblock->num_contained_vs_consts_i;
362 }
363 }
364
365 for (i = 0; i < MAX_CONST_B; ++i)
366 {
367 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
368 {
369 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
370 ++stateblock->num_contained_vs_consts_b;
371 }
372 }
373
374 for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
375 {
376 if (stateblock->changed.pixelShaderConstantsF[i])
377 {
378 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
379 ++stateblock->num_contained_ps_consts_f;
380 }
381 }
382
383 for (i = 0; i < MAX_CONST_I; ++i)
384 {
385 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
386 {
387 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
388 ++stateblock->num_contained_ps_consts_i;
389 }
390 }
391
392 for (i = 0; i < MAX_CONST_B; ++i)
393 {
394 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
395 {
396 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
397 ++stateblock->num_contained_ps_consts_b;
398 }
399 }
400
401 for (i = 0; i < MAX_TEXTURES; ++i)
402 {
403 DWORD map = stateblock->changed.textureState[i];
404
405 for(j = 0; map; map >>= 1, ++j)
406 {
407 if (!(map & 1)) continue;
408
409 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
410 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
411 ++stateblock->num_contained_tss_states;
412 }
413 }
414
415 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
416 {
417 DWORD map = stateblock->changed.samplerState[i];
418
419 for (j = 0; map; map >>= 1, ++j)
420 {
421 if (!(map & 1)) continue;
422
423 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
424 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
425 ++stateblock->num_contained_sampler_states;
426 }
427 }
428 }
429
430 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
431 {
432 unsigned int i;
433
434 for (i = 0; i < LIGHTMAP_SIZE; ++i)
435 {
436 const struct wined3d_light_info *src_light;
437
438 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
439 {
440 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
441
442 *dst_light = *src_light;
443 list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
444 }
445 }
446 }
447
448 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
449 {
450 ULONG refcount = InterlockedIncrement(&stateblock->ref);
451
452 TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
453
454 return refcount;
455 }
456
457 void state_unbind_resources(struct wined3d_state *state)
458 {
459 struct wined3d_vertex_declaration *decl;
460 struct wined3d_sampler *sampler;
461 struct wined3d_texture *texture;
462 struct wined3d_buffer *buffer;
463 struct wined3d_shader *shader;
464 unsigned int i, j;
465
466 if ((decl = state->vertex_declaration))
467 {
468 state->vertex_declaration = NULL;
469 wined3d_vertex_declaration_decref(decl);
470 }
471
472 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
473 {
474 if ((texture = state->textures[i]))
475 {
476 state->textures[i] = NULL;
477 wined3d_texture_decref(texture);
478 }
479 }
480
481 for (i = 0; i < MAX_STREAM_OUT; ++i)
482 {
483 if ((buffer = state->stream_output[i].buffer))
484 {
485 state->stream_output[i].buffer = NULL;
486 wined3d_buffer_decref(buffer);
487 }
488 }
489
490 for (i = 0; i < MAX_STREAMS; ++i)
491 {
492 if ((buffer = state->streams[i].buffer))
493 {
494 state->streams[i].buffer = NULL;
495 wined3d_buffer_decref(buffer);
496 }
497 }
498
499 if ((buffer = state->index_buffer))
500 {
501 state->index_buffer = NULL;
502 wined3d_buffer_decref(buffer);
503 }
504
505 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
506 {
507 if ((shader = state->shader[i]))
508 {
509 state->shader[i] = NULL;
510 wined3d_shader_decref(shader);
511 }
512
513 for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
514 {
515 if ((buffer = state->cb[i][j]))
516 {
517 state->cb[i][j] = NULL;
518 wined3d_buffer_decref(buffer);
519 }
520 }
521
522 for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
523 {
524 if ((sampler = state->sampler[i][j]))
525 {
526 state->sampler[i][j] = NULL;
527 wined3d_sampler_decref(sampler);
528 }
529 }
530 }
531 }
532
533 void state_cleanup(struct wined3d_state *state)
534 {
535 unsigned int counter;
536
537 if (!(state->flags & WINED3D_STATE_NO_REF))
538 state_unbind_resources(state);
539
540 for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
541 {
542 struct list *e1, *e2;
543 LIST_FOR_EACH_SAFE(e1, e2, &state->light_map[counter])
544 {
545 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
546 list_remove(&light->entry);
547 HeapFree(GetProcessHeap(), 0, light);
548 }
549 }
550
551 HeapFree(GetProcessHeap(), 0, state->vs_consts_f);
552 HeapFree(GetProcessHeap(), 0, state->ps_consts_f);
553 }
554
555 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
556 {
557 ULONG refcount = InterlockedDecrement(&stateblock->ref);
558
559 TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
560
561 if (!refcount)
562 {
563 state_cleanup(&stateblock->state);
564
565 HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
566 HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
567 HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
568 HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
569 HeapFree(GetProcessHeap(), 0, stateblock);
570 }
571
572 return refcount;
573 }
574
575 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
576 {
577 UINT i;
578
579 /* Lights... For a recorded state block, we just had a chain of actions
580 * to perform, so we need to walk that chain and update any actions which
581 * differ. */
582 for (i = 0; i < LIGHTMAP_SIZE; ++i)
583 {
584 struct list *e, *f;
585 LIST_FOR_EACH(e, &dst_state->light_map[i])
586 {
587 BOOL updated = FALSE;
588 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
589
590 /* Look up the light in the destination */
591 LIST_FOR_EACH(f, &src_state->light_map[i])
592 {
593 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
594 if (realLight->OriginalIndex == src->OriginalIndex)
595 {
596 src->OriginalParms = realLight->OriginalParms;
597
598 if (realLight->glIndex == -1 && src->glIndex != -1)
599 {
600 /* Light disabled */
601 dst_state->lights[src->glIndex] = NULL;
602 }
603 else if (realLight->glIndex != -1 && src->glIndex == -1)
604 {
605 /* Light enabled */
606 dst_state->lights[realLight->glIndex] = src;
607 }
608 src->glIndex = realLight->glIndex;
609 updated = TRUE;
610 break;
611 }
612 }
613
614 if (!updated)
615 {
616 /* This can happen if the light was originally created as a
617 * default light for SetLightEnable() while recording. */
618 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
619 src->OriginalIndex, dst_state, src_state);
620
621 src->OriginalParms = WINED3D_default_light;
622 if (src->glIndex != -1)
623 {
624 dst_state->lights[src->glIndex] = NULL;
625 src->glIndex = -1;
626 }
627 }
628 }
629 }
630 }
631
632 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
633 {
634 const struct wined3d_state *src_state = &stateblock->device->state;
635 unsigned int i;
636 DWORD map;
637
638 TRACE("stateblock %p.\n", stateblock);
639
640 TRACE("Capturing state %p.\n", src_state);
641
642 if (stateblock->changed.vertexShader && stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]
643 != src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
644 {
645 TRACE("Updating vertex shader from %p to %p\n",
646 stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX],
647 src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
648
649 if (src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
650 wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
651 if (stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX])
652 wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
653 stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX] = src_state->shader[WINED3D_SHADER_TYPE_VERTEX];
654 }
655
656 /* Vertex shader float constants. */
657 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
658 {
659 unsigned int idx = stateblock->contained_vs_consts_f[i];
660
661 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
662 src_state->vs_consts_f[idx * 4 + 0],
663 src_state->vs_consts_f[idx * 4 + 1],
664 src_state->vs_consts_f[idx * 4 + 2],
665 src_state->vs_consts_f[idx * 4 + 3]);
666
667 stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
668 stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
669 stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
670 stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
671 }
672
673 /* Vertex shader integer constants. */
674 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
675 {
676 unsigned int idx = stateblock->contained_vs_consts_i[i];
677
678 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
679 src_state->vs_consts_i[idx * 4 + 0],
680 src_state->vs_consts_i[idx * 4 + 1],
681 src_state->vs_consts_i[idx * 4 + 2],
682 src_state->vs_consts_i[idx * 4 + 3]);
683
684 stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
685 stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
686 stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
687 stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
688 }
689
690 /* Vertex shader boolean constants. */
691 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
692 {
693 unsigned int idx = stateblock->contained_vs_consts_b[i];
694
695 TRACE("Setting vs_consts_b[%u] to %s.\n",
696 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
697
698 stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
699 }
700
701 /* Pixel shader float constants. */
702 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
703 {
704 unsigned int idx = stateblock->contained_ps_consts_f[i];
705
706 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
707 src_state->ps_consts_f[idx * 4 + 0],
708 src_state->ps_consts_f[idx * 4 + 1],
709 src_state->ps_consts_f[idx * 4 + 2],
710 src_state->ps_consts_f[idx * 4 + 3]);
711
712 stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
713 stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
714 stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
715 stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
716 }
717
718 /* Pixel shader integer constants. */
719 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
720 {
721 unsigned int idx = stateblock->contained_ps_consts_i[i];
722 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
723 src_state->ps_consts_i[idx * 4 + 0],
724 src_state->ps_consts_i[idx * 4 + 1],
725 src_state->ps_consts_i[idx * 4 + 2],
726 src_state->ps_consts_i[idx * 4 + 3]);
727
728 stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
729 stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
730 stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
731 stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
732 }
733
734 /* Pixel shader boolean constants. */
735 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
736 {
737 unsigned int idx = stateblock->contained_ps_consts_b[i];
738 TRACE("Setting ps_consts_b[%u] to %s.\n",
739 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
740
741 stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
742 }
743
744 /* Others + Render & Texture */
745 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
746 {
747 enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
748
749 TRACE("Updating transform %#x.\n", transform);
750
751 stateblock->state.transforms[transform] = src_state->transforms[transform];
752 }
753
754 if (stateblock->changed.primitive_type)
755 stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
756
757 if (stateblock->changed.indices
758 && ((stateblock->state.index_buffer != src_state->index_buffer)
759 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
760 || (stateblock->state.index_format != src_state->index_format)))
761 {
762 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
763 src_state->index_buffer, src_state->base_vertex_index);
764
765 if (src_state->index_buffer)
766 wined3d_buffer_incref(src_state->index_buffer);
767 if (stateblock->state.index_buffer)
768 wined3d_buffer_decref(stateblock->state.index_buffer);
769 stateblock->state.index_buffer = src_state->index_buffer;
770 stateblock->state.base_vertex_index = src_state->base_vertex_index;
771 stateblock->state.index_format = src_state->index_format;
772 }
773
774 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
775 {
776 TRACE("Updating vertex declaration from %p to %p.\n",
777 stateblock->state.vertex_declaration, src_state->vertex_declaration);
778
779 if (src_state->vertex_declaration)
780 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
781 if (stateblock->state.vertex_declaration)
782 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
783 stateblock->state.vertex_declaration = src_state->vertex_declaration;
784 }
785
786 if (stateblock->changed.material
787 && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
788 {
789 TRACE("Updating material.\n");
790
791 stateblock->state.material = src_state->material;
792 }
793
794 if (stateblock->changed.viewport
795 && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
796 {
797 TRACE("Updating viewport.\n");
798
799 stateblock->state.viewport = src_state->viewport;
800 }
801
802 if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
803 &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
804 {
805 TRACE("Updating scissor rect.\n");
806
807 stateblock->state.scissor_rect = src_state->scissor_rect;
808 }
809
810 map = stateblock->changed.streamSource;
811 for (i = 0; map; map >>= 1, ++i)
812 {
813 if (!(map & 1)) continue;
814
815 if (stateblock->state.streams[i].stride != src_state->streams[i].stride
816 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
817 {
818 TRACE("Updating stream source %u to %p, stride to %u.\n",
819 i, src_state->streams[i].buffer,
820 src_state->streams[i].stride);
821
822 stateblock->state.streams[i].stride = src_state->streams[i].stride;
823 if (src_state->streams[i].buffer)
824 wined3d_buffer_incref(src_state->streams[i].buffer);
825 if (stateblock->state.streams[i].buffer)
826 wined3d_buffer_decref(stateblock->state.streams[i].buffer);
827 stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
828 }
829 }
830
831 map = stateblock->changed.streamFreq;
832 for (i = 0; map; map >>= 1, ++i)
833 {
834 if (!(map & 1)) continue;
835
836 if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
837 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
838 {
839 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
840 i, src_state->streams[i].frequency, src_state->streams[i].flags);
841
842 stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
843 stateblock->state.streams[i].flags = src_state->streams[i].flags;
844 }
845 }
846
847 map = stateblock->changed.clipplane;
848 for (i = 0; map; map >>= 1, ++i)
849 {
850 if (!(map & 1)) continue;
851
852 if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
853 {
854 TRACE("Updating clipplane %u.\n", i);
855 stateblock->state.clip_planes[i] = src_state->clip_planes[i];
856 }
857 }
858
859 /* Render */
860 for (i = 0; i < stateblock->num_contained_render_states; ++i)
861 {
862 enum wined3d_render_state rs = stateblock->contained_render_states[i];
863
864 TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
865
866 stateblock->state.render_states[rs] = src_state->render_states[rs];
867 }
868
869 /* Texture states */
870 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
871 {
872 DWORD stage = stateblock->contained_tss_states[i].stage;
873 DWORD state = stateblock->contained_tss_states[i].state;
874
875 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
876 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
877
878 stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
879 }
880
881 /* Samplers */
882 map = stateblock->changed.textures;
883 for (i = 0; map; map >>= 1, ++i)
884 {
885 if (!(map & 1)) continue;
886
887 TRACE("Updating texture %u to %p (was %p).\n",
888 i, src_state->textures[i], stateblock->state.textures[i]);
889
890 if (src_state->textures[i])
891 wined3d_texture_incref(src_state->textures[i]);
892 if (stateblock->state.textures[i])
893 wined3d_texture_decref(stateblock->state.textures[i]);
894 stateblock->state.textures[i] = src_state->textures[i];
895 }
896
897 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
898 {
899 DWORD stage = stateblock->contained_sampler_states[i].stage;
900 DWORD state = stateblock->contained_sampler_states[i].state;
901
902 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
903 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
904
905 stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
906 }
907
908 if (stateblock->changed.pixelShader && stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]
909 != src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
910 {
911 if (src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
912 wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_PIXEL]);
913 if (stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL])
914 wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
915 stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL] = src_state->shader[WINED3D_SHADER_TYPE_PIXEL];
916 }
917
918 wined3d_state_record_lights(&stateblock->state, src_state);
919
920 TRACE("Capture done.\n");
921 }
922
923 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
924 {
925 UINT i;
926
927 for (i = 0; i < LIGHTMAP_SIZE; ++i)
928 {
929 struct list *e;
930
931 LIST_FOR_EACH(e, &state->light_map[i])
932 {
933 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
934
935 wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
936 wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
937 }
938 }
939 }
940
941 void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
942 {
943 struct wined3d_device *device = stateblock->device;
944 unsigned int i;
945 DWORD map;
946
947 TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
948
949 if (stateblock->changed.vertexShader)
950 wined3d_device_set_vertex_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
951
952 /* Vertex Shader Constants. */
953 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
954 {
955 wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
956 stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
957 }
958 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
959 {
960 wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
961 stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
962 }
963 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
964 {
965 wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
966 stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
967 }
968
969 apply_lights(device, &stateblock->state);
970
971 if (stateblock->changed.pixelShader)
972 wined3d_device_set_pixel_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
973
974 /* Pixel Shader Constants. */
975 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
976 {
977 wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
978 stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
979 }
980 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
981 {
982 wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
983 stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
984 }
985 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
986 {
987 wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
988 stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
989 }
990
991 /* Render states. */
992 for (i = 0; i < stateblock->num_contained_render_states; ++i)
993 {
994 wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
995 stateblock->state.render_states[stateblock->contained_render_states[i]]);
996 }
997
998 /* Texture states. */
999 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
1000 {
1001 DWORD stage = stateblock->contained_tss_states[i].stage;
1002 DWORD state = stateblock->contained_tss_states[i].state;
1003
1004 wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
1005 }
1006
1007 /* Sampler states. */
1008 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
1009 {
1010 DWORD stage = stateblock->contained_sampler_states[i].stage;
1011 DWORD state = stateblock->contained_sampler_states[i].state;
1012 DWORD value = stateblock->state.sampler_states[stage][state];
1013
1014 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1015 wined3d_device_set_sampler_state(device, stage, state, value);
1016 }
1017
1018 /* Transform states. */
1019 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1020 {
1021 wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1022 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1023 }
1024
1025 if (stateblock->changed.primitive_type)
1026 {
1027 GLenum gl_primitive_type, prev;
1028
1029 if (device->recording)
1030 device->recording->changed.primitive_type = TRUE;
1031 gl_primitive_type = stateblock->state.gl_primitive_type;
1032 prev = device->update_state->gl_primitive_type;
1033 device->update_state->gl_primitive_type = gl_primitive_type;
1034 if (gl_primitive_type != prev && (gl_primitive_type == GL_POINTS || prev == GL_POINTS))
1035 device_invalidate_state(device, STATE_POINT_SIZE_ENABLE);
1036 }
1037
1038 if (stateblock->changed.indices)
1039 {
1040 wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format);
1041 wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1042 }
1043
1044 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1045 wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1046
1047 if (stateblock->changed.material)
1048 wined3d_device_set_material(device, &stateblock->state.material);
1049
1050 if (stateblock->changed.viewport)
1051 wined3d_device_set_viewport(device, &stateblock->state.viewport);
1052
1053 if (stateblock->changed.scissorRect)
1054 wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1055
1056 map = stateblock->changed.streamSource;
1057 for (i = 0; map; map >>= 1, ++i)
1058 {
1059 if (map & 1)
1060 wined3d_device_set_stream_source(device, i,
1061 stateblock->state.streams[i].buffer,
1062 0, stateblock->state.streams[i].stride);
1063 }
1064
1065 map = stateblock->changed.streamFreq;
1066 for (i = 0; map; map >>= 1, ++i)
1067 {
1068 if (map & 1)
1069 wined3d_device_set_stream_source_freq(device, i,
1070 stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1071 }
1072
1073 map = stateblock->changed.textures;
1074 for (i = 0; map; map >>= 1, ++i)
1075 {
1076 DWORD stage;
1077
1078 if (!(map & 1)) continue;
1079
1080 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1081 wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1082 }
1083
1084 map = stateblock->changed.clipplane;
1085 for (i = 0; map; map >>= 1, ++i)
1086 {
1087 if (!(map & 1)) continue;
1088
1089 wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
1090 }
1091
1092 TRACE("Applied stateblock %p.\n", stateblock);
1093 }
1094
1095 static void state_init_default(struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
1096 {
1097 union
1098 {
1099 struct wined3d_line_pattern lp;
1100 DWORD d;
1101 } lp;
1102 union {
1103 float f;
1104 DWORD d;
1105 } tmpfloat;
1106 unsigned int i;
1107 static const struct wined3d_matrix identity =
1108 {{{
1109 1.0f, 0.0f, 0.0f, 0.0f,
1110 0.0f, 1.0f, 0.0f, 0.0f,
1111 0.0f, 0.0f, 1.0f, 0.0f,
1112 0.0f, 0.0f, 0.0f, 1.0f,
1113 }}};
1114
1115 TRACE("state %p, gl_info %p.\n", state, gl_info);
1116
1117 /* Set some of the defaults for lights, transforms etc */
1118 state->transforms[WINED3D_TS_PROJECTION] = identity;
1119 state->transforms[WINED3D_TS_VIEW] = identity;
1120 for (i = 0; i < 256; ++i)
1121 {
1122 state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
1123 }
1124
1125 TRACE("Render states\n");
1126 /* Render states: */
1127 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1128 state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
1129 state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
1130 lp.lp.repeat_factor = 0;
1131 lp.lp.line_pattern = 0;
1132 state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1133 state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1134 state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1135 state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1136 state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1137 state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1138 state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW;
1139 state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1140 state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1141 state->render_states[WINED3D_RS_ALPHAREF] = 0;
1142 state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1143 state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1144 state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1145 state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1146 state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1147 state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1148 state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
1149 tmpfloat.f = 0.0f;
1150 state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1151 tmpfloat.f = 1.0f;
1152 state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1153 tmpfloat.f = 1.0f;
1154 state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1155 state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1156 state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1157 state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1158 state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1159 state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1160 state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1161 state->render_states[WINED3D_RS_STENCILREF] = 0;
1162 state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1163 state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1164 state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1165 state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1166 state->render_states[WINED3D_RS_WRAP0] = 0;
1167 state->render_states[WINED3D_RS_WRAP1] = 0;
1168 state->render_states[WINED3D_RS_WRAP2] = 0;
1169 state->render_states[WINED3D_RS_WRAP3] = 0;
1170 state->render_states[WINED3D_RS_WRAP4] = 0;
1171 state->render_states[WINED3D_RS_WRAP5] = 0;
1172 state->render_states[WINED3D_RS_WRAP6] = 0;
1173 state->render_states[WINED3D_RS_WRAP7] = 0;
1174 state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1175 state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1176 state->render_states[WINED3D_RS_AMBIENT] = 0;
1177 state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
1178 state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1179 state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1180 state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1181 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
1182 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
1183 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1184 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1185 state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1186 state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1187 state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1188 tmpfloat.f = 1.0f;
1189 state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1190 tmpfloat.f = 1.0f;
1191 state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1192 state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1193 state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1194 tmpfloat.f = 1.0f;
1195 state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1196 tmpfloat.f = 0.0f;
1197 state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1198 tmpfloat.f = 0.0f;
1199 state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1200 state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1201 state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1202 state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
1203 tmpfloat.f = 1.0f;
1204 state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1205 state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1206 tmpfloat.f = gl_info->limits.pointsize_max;
1207 state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1208 state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1209 state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
1210 tmpfloat.f = 0.0f;
1211 state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1212 state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1213 state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1214 state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1215 /* states new in d3d9 */
1216 state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1217 state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1218 tmpfloat.f = 1.0f;
1219 state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1220 state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1221 state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1222 tmpfloat.f = 0.0f;
1223 state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1224 state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1225 tmpfloat.f = 1.0f;
1226 state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1227 tmpfloat.f = 0.0f;
1228 state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1229 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1230 state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1231 state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1232 state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1233 state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1234 state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1235 state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
1236 state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
1237 state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
1238 state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
1239 state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1240 state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1241 state->render_states[WINED3D_RS_WRAP8] = 0;
1242 state->render_states[WINED3D_RS_WRAP9] = 0;
1243 state->render_states[WINED3D_RS_WRAP10] = 0;
1244 state->render_states[WINED3D_RS_WRAP11] = 0;
1245 state->render_states[WINED3D_RS_WRAP12] = 0;
1246 state->render_states[WINED3D_RS_WRAP13] = 0;
1247 state->render_states[WINED3D_RS_WRAP14] = 0;
1248 state->render_states[WINED3D_RS_WRAP15] = 0;
1249 state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1250 state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1251 state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1252 state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1253
1254 /* Texture Stage States - Put directly into state block, we will call function below */
1255 for (i = 0; i < MAX_TEXTURES; ++i)
1256 {
1257 TRACE("Setting up default texture states for texture Stage %u.\n", i);
1258 state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
1259 state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
1260 state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
1261 state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
1262 state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
1263 state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
1264 state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
1265 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
1266 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
1267 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
1268 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
1269 state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
1270 state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
1271 state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
1272 state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
1273 state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
1274 state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
1275 state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
1276 }
1277
1278 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
1279 {
1280 TRACE("Setting up default samplers states for sampler %u.\n", i);
1281 state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
1282 state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
1283 state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
1284 state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
1285 state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
1286 state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
1287 state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
1288 state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
1289 state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
1290 state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
1291 state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
1292 /* TODO: Indicates which element of a multielement texture to use. */
1293 state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
1294 /* TODO: Vertex offset in the presampled displacement map. */
1295 state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
1296 }
1297 }
1298
1299 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
1300 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1301 DWORD flags)
1302 {
1303 unsigned int i;
1304
1305 state->flags = flags;
1306 state->fb = fb;
1307
1308 for (i = 0; i < LIGHTMAP_SIZE; i++)
1309 {
1310 list_init(&state->light_map[i]);
1311 }
1312
1313 if (!(state->vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1314 4 * sizeof(float) * d3d_info->limits.vs_uniform_count)))
1315 return E_OUTOFMEMORY;
1316
1317 if (!(state->ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1318 4 * sizeof(float) * d3d_info->limits.ps_uniform_count)))
1319 {
1320 HeapFree(GetProcessHeap(), 0, state->vs_consts_f);
1321 return E_OUTOFMEMORY;
1322 }
1323
1324 if (flags & WINED3D_STATE_INIT_DEFAULT)
1325 state_init_default(state, gl_info);
1326
1327 return WINED3D_OK;
1328 }
1329
1330 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1331 struct wined3d_device *device, enum wined3d_stateblock_type type)
1332 {
1333 HRESULT hr;
1334 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1335
1336 stateblock->ref = 1;
1337 stateblock->device = device;
1338
1339 if (FAILED(hr = state_init(&stateblock->state, NULL, &device->adapter->gl_info, d3d_info, 0)))
1340 return hr;
1341
1342 if (FAILED(hr = stateblock_allocate_shader_constants(stateblock)))
1343 {
1344 state_cleanup(&stateblock->state);
1345 return hr;
1346 }
1347
1348 if (type == WINED3D_SBT_RECORDED)
1349 return WINED3D_OK;
1350
1351 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1352
1353 switch (type)
1354 {
1355 case WINED3D_SBT_ALL:
1356 stateblock_init_lights(stateblock, device->state.light_map);
1357 stateblock_savedstates_set_all(&stateblock->changed,
1358 d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
1359 break;
1360
1361 case WINED3D_SBT_PIXEL_STATE:
1362 stateblock_savedstates_set_pixel(&stateblock->changed,
1363 d3d_info->limits.ps_uniform_count);
1364 break;
1365
1366 case WINED3D_SBT_VERTEX_STATE:
1367 stateblock_init_lights(stateblock, device->state.light_map);
1368 stateblock_savedstates_set_vertex(&stateblock->changed,
1369 d3d_info->limits.vs_uniform_count);
1370 break;
1371
1372 default:
1373 FIXME("Unrecognized state block type %#x.\n", type);
1374 break;
1375 }
1376
1377 stateblock_init_contained_states(stateblock);
1378 wined3d_stateblock_capture(stateblock);
1379
1380 return WINED3D_OK;
1381 }
1382
1383 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1384 enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1385 {
1386 struct wined3d_stateblock *object;
1387 HRESULT hr;
1388
1389 TRACE("device %p, type %#x, stateblock %p.\n",
1390 device, type, stateblock);
1391
1392 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1393 if (!object)
1394 return E_OUTOFMEMORY;
1395
1396 hr = stateblock_init(object, device, type);
1397 if (FAILED(hr))
1398 {
1399 WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1400 HeapFree(GetProcessHeap(), 0, object);
1401 return hr;
1402 }
1403
1404 TRACE("Created stateblock %p.\n", object);
1405 *stateblock = object;
1406
1407 return WINED3D_OK;
1408 }