Create a branch for network fixes.
[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 *
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.
12 *
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.
17 *
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
28
29 /***************************************
30 * Stateblock helper functions follow
31 **************************************/
32
33 /** Allocates the correct amount of space for pixel and vertex shader constants,
34 * along with their set/changed flags on the given stateblock object
35 */
36 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
37
38 IWineD3DStateBlockImpl *This = object;
39
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
41
42 /* Allocate space for floating point constants */
43 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
44 WINED3D_MEMCHECK(object->pixelShaderConstantF);
45 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
46 WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
47 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
48 WINED3D_MEMCHECK(object->vertexShaderConstantF);
49 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
50 WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
51 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
52 WINED3D_MEMCHECK(object->contained_vs_consts_f);
53 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
54 WINED3D_MEMCHECK(object->contained_ps_consts_f);
55
56 list_init(&object->set_vconstantsF);
57 list_init(&object->set_pconstantsF);
58
59 #undef WINED3D_MEMCHECK
60
61 return WINED3D_OK;
62 }
63
64 /** Copy all members of one stateblock to another */
65 void stateblock_savedstates_copy(
66 IWineD3DStateBlock* iface,
67 SAVEDSTATES* dest,
68 SAVEDSTATES* source) {
69
70 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
71 unsigned bsize = sizeof(BOOL);
72
73 /* Single values */
74 dest->indices = source->indices;
75 dest->material = source->material;
76 dest->fvf = source->fvf;
77 dest->viewport = source->viewport;
78 dest->vertexDecl = source->vertexDecl;
79 dest->pixelShader = source->pixelShader;
80 dest->vertexShader = source->vertexShader;
81 dest->scissorRect = dest->scissorRect;
82
83 /* Fixed size arrays */
84 memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
85 memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
86 memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
87 memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
88 memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
89 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
90 memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
91 memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
92 memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
93 memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
94 memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
95 memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
96
97 /* Dynamically sized arrays */
98 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
99 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
100 }
101
102 /** Set all members of a stateblock savedstate to the given value */
103 void stateblock_savedstates_set(
104 IWineD3DStateBlock* iface,
105 SAVEDSTATES* states,
106 BOOL value) {
107
108 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
109 unsigned bsize = sizeof(BOOL);
110
111 /* Single values */
112 states->indices = value;
113 states->material = value;
114 states->fvf = value;
115 states->viewport = value;
116 states->vertexDecl = value;
117 states->pixelShader = value;
118 states->vertexShader = value;
119 states->scissorRect = value;
120
121 /* Fixed size arrays */
122 memset(states->streamSource, value, bsize * MAX_STREAMS);
123 memset(states->streamFreq, value, bsize * MAX_STREAMS);
124 memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
125 memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
126 memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
127 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
128 memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
129 memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
130 memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
131 memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
132 memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
133 memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
134
135 /* Dynamically sized arrays */
136 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
137 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
138 }
139
140 void stateblock_copy(
141 IWineD3DStateBlock* destination,
142 IWineD3DStateBlock* source) {
143 int l;
144
145 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
146 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
147
148 /* IUnknown fields */
149 Dest->lpVtbl = This->lpVtbl;
150 Dest->ref = This->ref;
151
152 /* IWineD3DStateBlock information */
153 Dest->parent = This->parent;
154 Dest->wineD3DDevice = This->wineD3DDevice;
155 Dest->blockType = This->blockType;
156
157 /* Saved states */
158 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
159
160 /* Single items */
161 Dest->fvf = This->fvf;
162 Dest->vertexDecl = This->vertexDecl;
163 Dest->vertexShader = This->vertexShader;
164 Dest->streamIsUP = This->streamIsUP;
165 Dest->pIndexData = This->pIndexData;
166 Dest->baseVertexIndex = This->baseVertexIndex;
167 /* Dest->lights = This->lights; */
168 Dest->clip_status = This->clip_status;
169 Dest->viewport = This->viewport;
170 Dest->material = This->material;
171 Dest->pixelShader = This->pixelShader;
172 Dest->glsl_program = This->glsl_program;
173 memcpy(&Dest->scissorRect, &This->scissorRect, sizeof(Dest->scissorRect));
174
175 /* Lights */
176 memset(This->activeLights, 0, sizeof(This->activeLights));
177 for(l = 0; l < LIGHTMAP_SIZE; l++) {
178 struct list *e1, *e2;
179 LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
180 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
181 list_remove(&light->entry);
182 HeapFree(GetProcessHeap(), 0, light);
183 }
184
185 LIST_FOR_EACH(e1, &This->lightMap[l]) {
186 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
187 light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
188 memcpy(light2, light, sizeof(*light));
189 list_add_tail(&Dest->lightMap[l], &light2->entry);
190 if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
191 }
192 }
193
194 /* Fixed size arrays */
195 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
196 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
197 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
198 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
199
200 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
201 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
202 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
203 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
204 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
205 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
206 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
207 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
208 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
209 memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
210 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
211 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
212
213 /* Dynamically sized arrays */
214 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
215 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
216 }
217
218 /**********************************************************
219 * IWineD3DStateBlockImpl IUnknown parts follows
220 **********************************************************/
221 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
222 {
223 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
224 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
225 if (IsEqualGUID(riid, &IID_IUnknown)
226 || IsEqualGUID(riid, &IID_IWineD3DBase)
227 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
228 IUnknown_AddRef(iface);
229 *ppobj = This;
230 return S_OK;
231 }
232 *ppobj = NULL;
233 return E_NOINTERFACE;
234 }
235
236 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
237 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
238 ULONG refCount = InterlockedIncrement(&This->ref);
239
240 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
241 return refCount;
242 }
243
244 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
245 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
246 ULONG refCount = InterlockedDecrement(&This->ref);
247
248 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
249
250 if (!refCount) {
251 constants_entry *constant, *constant2;
252 int counter;
253
254 /* type 0 represents the primary stateblock, so free all the resources */
255 if (This->blockType == WINED3DSBT_INIT) {
256 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
257 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
258 if (This->textures[counter]) {
259 /* release our 'internal' hold on the texture */
260 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
261 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
262 }
263 }
264 }
265 }
266
267 for (counter = 0; counter < MAX_STREAMS; counter++) {
268 if(This->streamSource[counter]) {
269 if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
270 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
271 }
272 }
273 }
274 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
275 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
276 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
277
278 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
279 struct list *e1, *e2;
280 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
281 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
282 list_remove(&light->entry);
283 HeapFree(GetProcessHeap(), 0, light);
284 }
285 }
286
287 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
288 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
289 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
290 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
291 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
292 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
293
294 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
295 HeapFree(GetProcessHeap(), 0, constant);
296 }
297
298 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
299 HeapFree(GetProcessHeap(), 0, constant);
300 }
301
302 HeapFree(GetProcessHeap(), 0, This);
303 }
304 return refCount;
305 }
306
307 /**********************************************************
308 * IWineD3DStateBlockImpl parts follows
309 **********************************************************/
310 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
311 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
312 IUnknown_AddRef(This->parent);
313 *pParent = This->parent;
314 return WINED3D_OK;
315 }
316
317 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
318
319 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
320
321 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
322 IWineD3DDevice_AddRef(*ppDevice);
323 return WINED3D_OK;
324
325 }
326
327 static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
328 UINT i;
329
330 /* Lights... For a recorded state block, we just had a chain of actions to perform,
331 * so we need to walk that chain and update any actions which differ
332 */
333 for(i = 0; i < LIGHTMAP_SIZE; i++) {
334 struct list *e, *f;
335 LIST_FOR_EACH(e, &This->lightMap[i]) {
336 BOOL updated = FALSE;
337 PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
338 if(!src->changed || !src->enabledChanged) continue;
339
340 /* Look up the light in the destination */
341 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
342 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
343 if(realLight->OriginalIndex == src->OriginalIndex) {
344 if(src->changed) {
345 memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(src->OriginalParms));
346 }
347 if(src->enabledChanged) {
348 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
349 * or disabled -> enabled -> disabled changes
350 */
351 if(realLight->glIndex == -1 && src->glIndex != -1) {
352 /* Light disabled */
353 This->activeLights[src->glIndex] = NULL;
354 } else if(realLight->glIndex != -1 && src->glIndex == -1){
355 /* Light enabled */
356 This->activeLights[realLight->glIndex] = src;
357 }
358 src->glIndex = realLight->glIndex;
359 }
360 updated = TRUE;
361 break;
362 }
363 }
364
365 if(updated) {
366 /* Found a light, all done, proceed with next hash entry */
367 continue;
368 } else if(src->changed) {
369 /* Otherwise assign defaul params */
370 memcpy(&src->OriginalParms, &WINED3D_default_light, sizeof(src->OriginalParms));
371 } else {
372 /* Not enabled by default */
373 src->glIndex = -1;
374 }
375 }
376 }
377 }
378
379 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
380
381 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
382 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
383 unsigned int i, j;
384
385 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
386
387 /* If not recorded, then update can just recapture */
388 if (This->blockType == WINED3DSBT_RECORDED) {
389
390 /* Recorded => Only update 'changed' values */
391 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
392 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
393
394 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
395 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
396 This->vertexShader = targetStateBlock->vertexShader;
397 }
398
399 /* Vertex Shader Float Constants */
400 for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
401 i = This->contained_vs_consts_f[j];
402 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
403 targetStateBlock->vertexShaderConstantF[i * 4],
404 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
405 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
406 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
407
408 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
409 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
410 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
411 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
412 }
413
414 /* Vertex Shader Integer Constants */
415 for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
416 i = This->contained_vs_consts_i[j];
417 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
418 targetStateBlock->vertexShaderConstantI[i * 4],
419 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
420 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
421 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
422
423 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
424 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
425 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
426 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
427 }
428
429 /* Vertex Shader Boolean Constants */
430 for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
431 i = This->contained_vs_consts_b[j];
432 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
433 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
434
435 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
436 }
437
438 /* Pixel Shader Float Constants */
439 for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
440 i = This->contained_ps_consts_f[j];
441 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
442 targetStateBlock->pixelShaderConstantF[i * 4],
443 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
444 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
445 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
446
447 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
448 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
449 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
450 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
451 }
452
453 /* Pixel Shader Integer Constants */
454 for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
455 i = This->contained_ps_consts_i[j];
456 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
457 targetStateBlock->pixelShaderConstantI[i * 4],
458 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
459 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
460 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
461
462 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
463 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
464 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
465 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
466 }
467
468 /* Pixel Shader Boolean Constants */
469 for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
470 i = This->contained_ps_consts_b[j];
471 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
472 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
473
474 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
475 }
476
477 /* Others + Render & Texture */
478 for (i = 0; i < This->num_contained_transform_states; i++) {
479 TRACE("Updating transform %d\n", i);
480 memcpy(&This->transforms[This->contained_transform_states[i]],
481 &targetStateBlock->transforms[This->contained_transform_states[i]],
482 sizeof(WINED3DMATRIX));
483 }
484
485 if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
486 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
487 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
488 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
489 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
490 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
491 This->pIndexData = targetStateBlock->pIndexData;
492 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
493 }
494
495 if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
496 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
497
498 This->vertexDecl = targetStateBlock->vertexDecl;
499 }
500
501 if(This->changed.fvf && This->fvf != targetStateBlock->fvf){
502 This->fvf = targetStateBlock->fvf;
503 }
504
505 if (This->changed.material && memcmp(&targetStateBlock->material,
506 &This->material,
507 sizeof(WINED3DMATERIAL)) != 0) {
508 TRACE("Updating material\n");
509 memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
510 }
511
512 if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
513 &This->viewport,
514 sizeof(WINED3DVIEWPORT)) != 0) {
515 TRACE("Updating viewport\n");
516 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
517 }
518
519 if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
520 &This->scissorRect,
521 sizeof(targetStateBlock->scissorRect)))
522 {
523 TRACE("Updating scissor rect\n");
524 memcpy(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(targetStateBlock->scissorRect));
525 }
526
527 for (i = 0; i < MAX_STREAMS; i++) {
528 if (This->changed.streamSource[i] &&
529 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
530 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
531 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
532 targetStateBlock->streamStride[i]);
533 This->streamStride[i] = targetStateBlock->streamStride[i];
534 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
535 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
536 This->streamSource[i] = targetStateBlock->streamSource[i];
537 }
538
539 if (This->changed.streamFreq[i] &&
540 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
541 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
542 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
543 targetStateBlock->streamFlags[i]);
544 This->streamFreq[i] = targetStateBlock->streamFreq[i];
545 This->streamFlags[i] = targetStateBlock->streamFlags[i];
546 }
547 }
548
549 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
550 if (This->changed.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
551 &This->clipplane[i],
552 sizeof(This->clipplane)) != 0) {
553
554 TRACE("Updating clipplane %d\n", i);
555 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
556 sizeof(This->clipplane));
557 }
558 }
559
560 /* Render */
561 for (i = 0; i < This->num_contained_render_states; i++) {
562 TRACE("Updating renderState %d to %d\n",
563 This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
564 This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
565 }
566
567 /* Texture states */
568 for (j = 0; j < This->num_contained_tss_states; j++) {
569 DWORD stage = This->contained_tss_states[j].stage;
570 DWORD state = This->contained_tss_states[j].state;
571
572 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
573 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
574 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
575 }
576
577 /* Samplers */
578 /* TODO: move over to using memcpy */
579 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
580 if (This->changed.textures[j]) {
581 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
582 This->textures[j] = targetStateBlock->textures[j];
583 }
584 }
585
586 for (j = 0; j < This->num_contained_sampler_states; j++) {
587 DWORD stage = This->contained_sampler_states[j].stage;
588 DWORD state = This->contained_sampler_states[j].state;
589 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
590 stage, state, targetStateBlock->samplerState[stage][state],
591 This->samplerState[stage][state]);
592 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
593 }
594 if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
595 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
596 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
597 This->pixelShader = targetStateBlock->pixelShader;
598 }
599
600 record_lights(This, targetStateBlock);
601 } else if(This->blockType == WINED3DSBT_ALL) {
602 This->vertexDecl = targetStateBlock->vertexDecl;
603 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
604 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
605 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
606 memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
607 memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
608 memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
609 memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
610 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
611 memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
612 record_lights(This, targetStateBlock);
613 memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
614 This->clip_status = targetStateBlock->clip_status;
615 This->viewport = targetStateBlock->viewport;
616 This->material = targetStateBlock->material;
617 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
618 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
619 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
620 memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
621 memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
622 memcpy(This->textureDimensions, targetStateBlock->textureDimensions, sizeof(This->textureDimensions));
623 memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
624 memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
625 This->scissorRect = targetStateBlock->scissorRect;
626
627 if(targetStateBlock->pIndexData != This->pIndexData) {
628 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
629 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
630 This->pIndexData = targetStateBlock->pIndexData;
631 }
632 for(i = 0; i < MAX_STREAMS; i++) {
633 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
634 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
635 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
636 This->streamSource[i] = targetStateBlock->streamSource[i];
637 }
638 }
639 if(This->vertexShader != targetStateBlock->vertexShader) {
640 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
641 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
642 This->vertexShader = targetStateBlock->vertexShader;
643 }
644 if(This->pixelShader != targetStateBlock->pixelShader) {
645 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
646 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
647 This->pixelShader = targetStateBlock->pixelShader;
648 }
649 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
650 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
651 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
652 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
653 record_lights(This, targetStateBlock);
654 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
655 This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
656 }
657 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
658 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
659 This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
660 }
661 }
662 for (j = 0; j < MAX_TEXTURES; j++) {
663 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
664 This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
665 }
666 }
667 for(i = 0; i < MAX_STREAMS; i++) {
668 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
669 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
670 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
671 This->streamSource[i] = targetStateBlock->streamSource[i];
672 }
673 }
674 if(This->vertexShader != targetStateBlock->vertexShader) {
675 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
676 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
677 This->vertexShader = targetStateBlock->vertexShader;
678 }
679 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
680 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
681 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
682 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
683 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
684 This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
685 }
686 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
687 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
688 This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
689 }
690 }
691 for (j = 0; j < MAX_TEXTURES; j++) {
692 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
693 This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
694 }
695 }
696 if(This->pixelShader != targetStateBlock->pixelShader) {
697 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
698 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
699 This->pixelShader = targetStateBlock->pixelShader;
700 }
701 }
702
703 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
704
705 return WINED3D_OK;
706 }
707
708 static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
709 UINT i;
710 for(i = 0; i < LIGHTMAP_SIZE; i++) {
711 struct list *e;
712
713 LIST_FOR_EACH(e, &This->lightMap[i]) {
714 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
715
716 if(light->changed) {
717 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
718 }
719 if(light->enabledChanged) {
720 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
721 }
722 }
723 }
724 }
725
726 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
727 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
728 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
729
730 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
731 should really perform a delta so that only the changes get updated*/
732
733 UINT i;
734 UINT j;
735
736 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
737
738 TRACE("Blocktype: %d\n", This->blockType);
739
740 if(This->blockType == WINED3DSBT_RECORDED) {
741 if (This->changed.vertexShader) {
742 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
743 }
744 /* Vertex Shader Constants */
745 for (i = 0; i < This->num_contained_vs_consts_f; i++) {
746 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
747 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
748 }
749 for (i = 0; i < This->num_contained_vs_consts_i; i++) {
750 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
751 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
752 }
753 for (i = 0; i < This->num_contained_vs_consts_b; i++) {
754 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
755 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
756 }
757
758 apply_lights(pDevice, This);
759
760 if (This->changed.pixelShader) {
761 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
762 }
763 /* Pixel Shader Constants */
764 for (i = 0; i < This->num_contained_ps_consts_f; i++) {
765 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
766 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
767 }
768 for (i = 0; i < This->num_contained_ps_consts_i; i++) {
769 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
770 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
771 }
772 for (i = 0; i < This->num_contained_ps_consts_b; i++) {
773 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
774 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
775 }
776
777 /* Render */
778 for (i = 0; i <= This->num_contained_render_states; i++) {
779 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
780 This->renderState[This->contained_render_states[i]]);
781 }
782 /* Texture states */
783 for (i = 0; i < This->num_contained_tss_states; i++) {
784 DWORD stage = This->contained_tss_states[i].stage;
785 DWORD state = This->contained_tss_states[i].state;
786 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
787 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
788 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
789 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
790 }
791 /* Sampler states */
792 for (i = 0; i < This->num_contained_sampler_states; i++) {
793 DWORD stage = This->contained_sampler_states[i].stage;
794 DWORD state = This->contained_sampler_states[i].state;
795 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
796 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
797 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
798 }
799
800 for (i = 0; i < This->num_contained_transform_states; i++) {
801 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
802 &This->transforms[This->contained_transform_states[i]]);
803 }
804
805 if (This->changed.indices) {
806 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
807 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
808 }
809
810 if (This->changed.fvf) {
811 IWineD3DDevice_SetFVF(pDevice, This->fvf);
812 }
813
814 if (This->changed.vertexDecl) {
815 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
816 }
817
818 if (This->changed.material ) {
819 IWineD3DDevice_SetMaterial(pDevice, &This->material);
820 }
821
822 if (This->changed.viewport) {
823 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
824 }
825
826 if (This->changed.scissorRect) {
827 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
828 }
829
830 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
831 for (i=0; i<MAX_STREAMS; i++) {
832 if (This->changed.streamSource[i])
833 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
834
835 if (This->changed.streamFreq[i])
836 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
837 }
838 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
839 if (This->changed.textures[j]) {
840 if (j < MAX_FRAGMENT_SAMPLERS) {
841 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
842 } else {
843 IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
844 }
845 }
846 }
847
848 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
849 if (This->changed.clipplane[i]) {
850 float clip[4];
851
852 clip[0] = This->clipplane[i][0];
853 clip[1] = This->clipplane[i][1];
854 clip[2] = This->clipplane[i][2];
855 clip[3] = This->clipplane[i][3];
856 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
857 }
858 }
859
860 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
861 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
862 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
863 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
864 This->vertexShaderConstantF + i * 4, 1);
865 }
866 for (i = 0; i < MAX_CONST_I; i++) {
867 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
868 This->vertexShaderConstantI + i * 4, 1);
869 }
870 for (i = 0; i < MAX_CONST_B; i++) {
871 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
872 This->vertexShaderConstantB + i, 1);
873 }
874
875 apply_lights(pDevice, This);
876
877 for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
878 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
879 }
880 for(j = 0; j < MAX_TEXTURES; j++) {
881 for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
882 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
883 This->textureState[j][SavedVertexStates_T[i]]);
884 }
885 }
886
887 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
888 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
889 IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
890 This->samplerState[j][SavedVertexStates_S[i]]);
891 }
892 }
893 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
894 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
895 IWineD3DDevice_SetSamplerState(pDevice,
896 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
897 SavedVertexStates_S[i],
898 This->samplerState[j][SavedVertexStates_S[i]]);
899 }
900 }
901 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
902 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
903 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
904 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
905 This->pixelShaderConstantF + i * 4, 1);
906 }
907 for (i = 0; i < MAX_CONST_I; i++) {
908 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
909 This->pixelShaderConstantI + i * 4, 1);
910 }
911 for (i = 0; i < MAX_CONST_B; i++) {
912 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
913 This->pixelShaderConstantB + i, 1);
914 }
915
916 for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
917 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
918 }
919 for(j = 0; j < MAX_TEXTURES; j++) {
920 for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
921 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
922 This->textureState[j][SavedPixelStates_T[i]]);
923 }
924 }
925
926 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
927 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
928 IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
929 This->samplerState[j][SavedPixelStates_S[i]]);
930 }
931 }
932 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
933 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
934 IWineD3DDevice_SetSamplerState(pDevice,
935 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
936 SavedPixelStates_S[i],
937 This->samplerState[j][SavedPixelStates_S[i]]);
938 }
939 }
940 } else if(This->blockType == WINED3DSBT_ALL) {
941 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
942 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
943 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
944 This->vertexShaderConstantF + i * 4, 1);
945 }
946 for (i = 0; i < MAX_CONST_I; i++) {
947 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
948 This->vertexShaderConstantI + i * 4, 1);
949 }
950 for (i = 0; i < MAX_CONST_B; i++) {
951 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
952 This->vertexShaderConstantB + i, 1);
953 }
954
955 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
956 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
957 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
958 This->pixelShaderConstantF + i * 4, 1);
959 }
960 for (i = 0; i < MAX_CONST_I; i++) {
961 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
962 This->pixelShaderConstantI + i * 4, 1);
963 }
964 for (i = 0; i < MAX_CONST_B; i++) {
965 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
966 This->pixelShaderConstantB + i, 1);
967 }
968
969 apply_lights(pDevice, This);
970
971 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
972 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
973 }
974 for(j = 0; j < MAX_TEXTURES; j++) {
975 for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
976 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
977 }
978 }
979
980 /* Skip unused values between TEXTURE8 and WORLD0 ? */
981 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
982 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
983 }
984 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
985 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
986 IWineD3DDevice_SetFVF(pDevice, This->fvf);
987 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
988 IWineD3DDevice_SetMaterial(pDevice, &This->material);
989 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
990 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
991
992 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
993 for (i=0; i<MAX_STREAMS; i++) {
994 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
995 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
996 }
997 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
998 UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
999
1000 IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
1001 for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
1002 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
1003 }
1004 }
1005 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
1006 float clip[4];
1007
1008 clip[0] = This->clipplane[i][0];
1009 clip[1] = This->clipplane[i][1];
1010 clip[2] = This->clipplane[i][2];
1011 clip[3] = This->clipplane[i][3];
1012 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1013 }
1014 }
1015
1016 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1017 for(j = 0; j < MAX_TEXTURES - 1; j++) {
1018 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1019 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
1020 break;
1021 }
1022 }
1023 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1024
1025 return WINED3D_OK;
1026 }
1027
1028 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1029 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1030 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
1031 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
1032 union {
1033 WINED3DLINEPATTERN lp;
1034 DWORD d;
1035 } lp;
1036 union {
1037 float f;
1038 DWORD d;
1039 } tmpfloat;
1040 unsigned int i;
1041
1042 /* Note this may have a large overhead but it should only be executed
1043 once, in order to initialize the complete state of the device and
1044 all opengl equivalents */
1045 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1046 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1047 This->blockType = WINED3DSBT_INIT;
1048
1049 /* Set some of the defaults for lights, transforms etc */
1050 memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
1051 memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
1052 for (i = 0; i < 256; ++i) {
1053 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
1054 }
1055
1056 TRACE("Render states\n");
1057 /* Render states: */
1058 if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1059 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1060 } else {
1061 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1062 }
1063 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1064 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1065 lp.lp.wRepeatFactor = 0;
1066 lp.lp.wLinePattern = 0;
1067 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1068 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1069 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1070 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1071 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1072 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1073 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1074 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1075 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1076 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1077 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1078 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1079 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1080 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1081 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1082 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1083 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1084 tmpfloat.f = 0.0f;
1085 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1086 tmpfloat.f = 1.0f;
1087 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1088 tmpfloat.f = 1.0f;
1089 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1090 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1091 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1092 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1093 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1094 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1095 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1096 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1097 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1098 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1099 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1100 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1101 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1102 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1103 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1104 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1105 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1106 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1107 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1111 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1113 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1114 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1115 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1116 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1117 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1118 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1119 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1120 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1121 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1122 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1123 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1124 tmpfloat.f = 1.0f;
1125 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1126 tmpfloat.f = 1.0f;
1127 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1130 tmpfloat.f = 1.0f;
1131 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1132 tmpfloat.f = 0.0f;
1133 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1134 tmpfloat.f = 0.0f;
1135 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1139 tmpfloat.f = 1.0f;
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1141 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1142 tmpfloat.f = 64.0f;
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1144 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1146 tmpfloat.f = 0.0f;
1147 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1148 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1150 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1151 /* states new in d3d9 */
1152 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1153 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1154 tmpfloat.f = 1.0f;
1155 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1156 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1157 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1158 tmpfloat.f = 0.0f;
1159 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1160 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1161 tmpfloat.f = 1.0f;
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1163 tmpfloat.f = 0.0f;
1164 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1165 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1166 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1167 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1168 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1169 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1170 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1171 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1173 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1174 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1176 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1177 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1178 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1179 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1180 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1181 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1182 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1183 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1184 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1185 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1186 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1188 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1189
1190 /* clipping status */
1191 This->clip_status.ClipUnion = 0;
1192 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1193
1194 /* Texture Stage States - Put directly into state block, we will call function below */
1195 for (i = 0; i < MAX_TEXTURES; i++) {
1196 TRACE("Setting up default texture states for texture Stage %d\n", i);
1197 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
1198 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1199 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1200 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1201 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1202 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1203 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1204 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
1205 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
1206 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
1207 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
1208 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1209 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
1210 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
1211 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1212 This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1213 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1214 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1215 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1216 }
1217 This->lowest_disabled_stage = 1;
1218
1219 /* Sampler states*/
1220 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1221 TRACE("Setting up default samplers states for sampler %d\n", i);
1222 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1223 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1224 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1225 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1226 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1227 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1228 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1229 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1230 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1231 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1232 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1233 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1234 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1235 }
1236
1237 /* Under DirectX you can have texture stage operations even if no texture is
1238 bound, whereas opengl will only do texture operations when a valid texture is
1239 bound. We emulate this by creating dummy textures and binding them to each
1240 texture stage, but disable all stages by default. Hence if a stage is enabled
1241 then the default texture will kick in until replaced by a SetTexture call */
1242 ENTER_GL();
1243
1244 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1245 /* The dummy texture does not have client storage backing */
1246 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1247 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1248 }
1249 for (i = 0; i < GL_LIMITS(textures); i++) {
1250 GLubyte white = 255;
1251
1252 /* Note this avoids calling settexture, so pretend it has been called */
1253 This->changed.textures[i] = TRUE;
1254 This->textures[i] = NULL;
1255
1256 /* Make appropriate texture active */
1257 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1258 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1259 checkGLcall("glActiveTextureARB");
1260 } else if (i > 0) {
1261 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1262 }
1263
1264 /* Generate an opengl texture name */
1265 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
1266 checkGLcall("glGenTextures");
1267 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
1268
1269 /* Generate a dummy 2d texture (not using 1d because they cause many
1270 * DRI drivers fall back to sw) */
1271 This->textureDimensions[i] = GL_TEXTURE_2D;
1272 glBindTexture(GL_TEXTURE_2D, ThisDevice->dummyTextureName[i]);
1273 checkGLcall("glBindTexture");
1274
1275 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1276 checkGLcall("glTexImage2D");
1277 }
1278 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1279 /* Reenable because if supported it is enabled by default */
1280 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1281 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1282 }
1283
1284 LEAVE_GL();
1285
1286
1287 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1288 for (i = 0; i < MAX_PALETTES; ++i) {
1289 int j;
1290 for (j = 0; j < 256; ++j) {
1291 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
1292 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
1293 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
1294 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
1295 }
1296 }
1297 This->wineD3DDevice->currentPalette = 0;
1298
1299 /* Set default GLSL program to NULL. We won't actually create one
1300 * until the app sets a vertex or pixel shader */
1301 This->glsl_program = NULL;
1302
1303 TRACE("-----------------------> Device defaults now set up...\n");
1304 return WINED3D_OK;
1305 }
1306
1307 /**********************************************************
1308 * IWineD3DStateBlock VTbl follows
1309 **********************************************************/
1310
1311 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1312 {
1313 /* IUnknown */
1314 IWineD3DStateBlockImpl_QueryInterface,
1315 IWineD3DStateBlockImpl_AddRef,
1316 IWineD3DStateBlockImpl_Release,
1317 /* IWineD3DStateBlock */
1318 IWineD3DStateBlockImpl_GetParent,
1319 IWineD3DStateBlockImpl_GetDevice,
1320 IWineD3DStateBlockImpl_Capture,
1321 IWineD3DStateBlockImpl_Apply,
1322 IWineD3DStateBlockImpl_InitStartupStateBlock
1323 };