- Sync wined3d, ddraw, d3d8, d3d9 with Wine
[reactos.git] / reactos / 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 "config.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 static const DWORD pixel_states_render[] =
31 {
32 WINED3DRS_ALPHABLENDENABLE,
33 WINED3DRS_ALPHAFUNC,
34 WINED3DRS_ALPHAREF,
35 WINED3DRS_ALPHATESTENABLE,
36 WINED3DRS_ANTIALIASEDLINEENABLE,
37 WINED3DRS_BLENDFACTOR,
38 WINED3DRS_BLENDOP,
39 WINED3DRS_BLENDOPALPHA,
40 WINED3DRS_CCW_STENCILFAIL,
41 WINED3DRS_CCW_STENCILPASS,
42 WINED3DRS_CCW_STENCILZFAIL,
43 WINED3DRS_COLORWRITEENABLE,
44 WINED3DRS_COLORWRITEENABLE1,
45 WINED3DRS_COLORWRITEENABLE2,
46 WINED3DRS_COLORWRITEENABLE3,
47 WINED3DRS_DEPTHBIAS,
48 WINED3DRS_DESTBLEND,
49 WINED3DRS_DESTBLENDALPHA,
50 WINED3DRS_DITHERENABLE,
51 WINED3DRS_FILLMODE,
52 WINED3DRS_FOGDENSITY,
53 WINED3DRS_FOGEND,
54 WINED3DRS_FOGSTART,
55 WINED3DRS_LASTPIXEL,
56 WINED3DRS_SCISSORTESTENABLE,
57 WINED3DRS_SEPARATEALPHABLENDENABLE,
58 WINED3DRS_SHADEMODE,
59 WINED3DRS_SLOPESCALEDEPTHBIAS,
60 WINED3DRS_SRCBLEND,
61 WINED3DRS_SRCBLENDALPHA,
62 WINED3DRS_SRGBWRITEENABLE,
63 WINED3DRS_STENCILENABLE,
64 WINED3DRS_STENCILFAIL,
65 WINED3DRS_STENCILFUNC,
66 WINED3DRS_STENCILMASK,
67 WINED3DRS_STENCILPASS,
68 WINED3DRS_STENCILREF,
69 WINED3DRS_STENCILWRITEMASK,
70 WINED3DRS_STENCILZFAIL,
71 WINED3DRS_TEXTUREFACTOR,
72 WINED3DRS_TWOSIDEDSTENCILMODE,
73 WINED3DRS_WRAP0,
74 WINED3DRS_WRAP1,
75 WINED3DRS_WRAP10,
76 WINED3DRS_WRAP11,
77 WINED3DRS_WRAP12,
78 WINED3DRS_WRAP13,
79 WINED3DRS_WRAP14,
80 WINED3DRS_WRAP15,
81 WINED3DRS_WRAP2,
82 WINED3DRS_WRAP3,
83 WINED3DRS_WRAP4,
84 WINED3DRS_WRAP5,
85 WINED3DRS_WRAP6,
86 WINED3DRS_WRAP7,
87 WINED3DRS_WRAP8,
88 WINED3DRS_WRAP9,
89 WINED3DRS_ZENABLE,
90 WINED3DRS_ZFUNC,
91 WINED3DRS_ZWRITEENABLE,
92 };
93
94 static const DWORD pixel_states_texture[] =
95 {
96 WINED3DTSS_ALPHAARG0,
97 WINED3DTSS_ALPHAARG1,
98 WINED3DTSS_ALPHAARG2,
99 WINED3DTSS_ALPHAOP,
100 WINED3DTSS_BUMPENVLOFFSET,
101 WINED3DTSS_BUMPENVLSCALE,
102 WINED3DTSS_BUMPENVMAT00,
103 WINED3DTSS_BUMPENVMAT01,
104 WINED3DTSS_BUMPENVMAT10,
105 WINED3DTSS_BUMPENVMAT11,
106 WINED3DTSS_COLORARG0,
107 WINED3DTSS_COLORARG1,
108 WINED3DTSS_COLORARG2,
109 WINED3DTSS_COLOROP,
110 WINED3DTSS_RESULTARG,
111 WINED3DTSS_TEXCOORDINDEX,
112 WINED3DTSS_TEXTURETRANSFORMFLAGS,
113 };
114
115 static const DWORD pixel_states_sampler[] =
116 {
117 WINED3DSAMP_ADDRESSU,
118 WINED3DSAMP_ADDRESSV,
119 WINED3DSAMP_ADDRESSW,
120 WINED3DSAMP_BORDERCOLOR,
121 WINED3DSAMP_MAGFILTER,
122 WINED3DSAMP_MINFILTER,
123 WINED3DSAMP_MIPFILTER,
124 WINED3DSAMP_MIPMAPLODBIAS,
125 WINED3DSAMP_MAXMIPLEVEL,
126 WINED3DSAMP_MAXANISOTROPY,
127 WINED3DSAMP_SRGBTEXTURE,
128 WINED3DSAMP_ELEMENTINDEX,
129 };
130
131 static const DWORD vertex_states_render[] =
132 {
133 WINED3DRS_ADAPTIVETESS_W,
134 WINED3DRS_ADAPTIVETESS_X,
135 WINED3DRS_ADAPTIVETESS_Y,
136 WINED3DRS_ADAPTIVETESS_Z,
137 WINED3DRS_AMBIENT,
138 WINED3DRS_AMBIENTMATERIALSOURCE,
139 WINED3DRS_CLIPPING,
140 WINED3DRS_CLIPPLANEENABLE,
141 WINED3DRS_COLORVERTEX,
142 WINED3DRS_CULLMODE,
143 WINED3DRS_DIFFUSEMATERIALSOURCE,
144 WINED3DRS_EMISSIVEMATERIALSOURCE,
145 WINED3DRS_ENABLEADAPTIVETESSELLATION,
146 WINED3DRS_FOGCOLOR,
147 WINED3DRS_FOGDENSITY,
148 WINED3DRS_FOGENABLE,
149 WINED3DRS_FOGEND,
150 WINED3DRS_FOGSTART,
151 WINED3DRS_FOGTABLEMODE,
152 WINED3DRS_FOGVERTEXMODE,
153 WINED3DRS_INDEXEDVERTEXBLENDENABLE,
154 WINED3DRS_LIGHTING,
155 WINED3DRS_LOCALVIEWER,
156 WINED3DRS_MAXTESSELLATIONLEVEL,
157 WINED3DRS_MINTESSELLATIONLEVEL,
158 WINED3DRS_MULTISAMPLEANTIALIAS,
159 WINED3DRS_MULTISAMPLEMASK,
160 WINED3DRS_NORMALDEGREE,
161 WINED3DRS_NORMALIZENORMALS,
162 WINED3DRS_PATCHEDGESTYLE,
163 WINED3DRS_POINTSCALE_A,
164 WINED3DRS_POINTSCALE_B,
165 WINED3DRS_POINTSCALE_C,
166 WINED3DRS_POINTSCALEENABLE,
167 WINED3DRS_POINTSIZE,
168 WINED3DRS_POINTSIZE_MAX,
169 WINED3DRS_POINTSIZE_MIN,
170 WINED3DRS_POINTSPRITEENABLE,
171 WINED3DRS_POSITIONDEGREE,
172 WINED3DRS_RANGEFOGENABLE,
173 WINED3DRS_SHADEMODE,
174 WINED3DRS_SPECULARENABLE,
175 WINED3DRS_SPECULARMATERIALSOURCE,
176 WINED3DRS_TWEENFACTOR,
177 WINED3DRS_VERTEXBLEND,
178 };
179
180 static const DWORD vertex_states_texture[] =
181 {
182 WINED3DTSS_TEXCOORDINDEX,
183 WINED3DTSS_TEXTURETRANSFORMFLAGS,
184 };
185
186 static const DWORD vertex_states_sampler[] =
187 {
188 WINED3DSAMP_DMAPOFFSET,
189 };
190
191 /* Allocates the correct amount of space for pixel and vertex shader constants,
192 * along with their set/changed flags on the given stateblock object
193 */
194 static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
195 {
196 IWineD3DDeviceImpl *device = object->device;
197
198 /* Allocate space for floating point constants */
199 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
200 sizeof(float) * device->d3d_pshader_constantF * 4);
201 if (!object->pixelShaderConstantF) goto fail;
202
203 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
204 sizeof(BOOL) * device->d3d_pshader_constantF);
205 if (!object->changed.pixelShaderConstantsF) goto fail;
206
207 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
208 sizeof(float) * device->d3d_vshader_constantF * 4);
209 if (!object->vertexShaderConstantF) goto fail;
210
211 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
212 sizeof(BOOL) * device->d3d_vshader_constantF);
213 if (!object->changed.vertexShaderConstantsF) goto fail;
214
215 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
216 sizeof(DWORD) * device->d3d_vshader_constantF);
217 if (!object->contained_vs_consts_f) goto fail;
218
219 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
220 sizeof(DWORD) * device->d3d_pshader_constantF);
221 if (!object->contained_ps_consts_f) goto fail;
222
223 return WINED3D_OK;
224
225 fail:
226 ERR("Failed to allocate memory\n");
227 HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
228 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
229 HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
230 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
231 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
232 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
233 return E_OUTOFMEMORY;
234 }
235
236 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
237 {
238 DWORD mask = (1 << (map_size & 0x1f)) - 1;
239 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
240 if (mask) map[map_size >> 5] = mask;
241 }
242
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
245 {
246 unsigned int i;
247
248 /* Single values */
249 states->primitive_type = 1;
250 states->indices = 1;
251 states->material = 1;
252 states->viewport = 1;
253 states->vertexDecl = 1;
254 states->pixelShader = 1;
255 states->vertexShader = 1;
256 states->scissorRect = 1;
257
258 /* Fixed size arrays */
259 states->streamSource = 0xffff;
260 states->streamFreq = 0xffff;
261 states->textures = 0xfffff;
262 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
263 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
264 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
265 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
266 states->clipplane = 0xffffffff;
267 states->pixelShaderConstantsB = 0xffff;
268 states->pixelShaderConstantsI = 0xffff;
269 states->vertexShaderConstantsB = 0xffff;
270 states->vertexShaderConstantsI = 0xffff;
271
272 /* Dynamically sized arrays */
273 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
274 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
275 }
276
277 static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
278 {
279 DWORD texture_mask = 0;
280 WORD sampler_mask = 0;
281 unsigned int i;
282
283 states->pixelShader = 1;
284
285 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
286 {
287 DWORD rs = pixel_states_render[i];
288 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
289 }
290
291 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
292 texture_mask |= 1 << pixel_states_texture[i];
293 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
294 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
295 sampler_mask |= 1 << pixel_states_sampler[i];
296 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
297 states->pixelShaderConstantsB = 0xffff;
298 states->pixelShaderConstantsI = 0xffff;
299
300 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
301 }
302
303 static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
304 {
305 DWORD texture_mask = 0;
306 WORD sampler_mask = 0;
307 unsigned int i;
308
309 states->vertexDecl = 1;
310 states->vertexShader = 1;
311
312 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
313 {
314 DWORD rs = vertex_states_render[i];
315 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
316 }
317
318 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
319 texture_mask |= 1 << vertex_states_texture[i];
320 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
321 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
322 sampler_mask |= 1 << vertex_states_sampler[i];
323 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
324 states->vertexShaderConstantsB = 0xffff;
325 states->vertexShaderConstantsI = 0xffff;
326
327 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
328 }
329
330 void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
331 {
332 IWineD3DDeviceImpl *device = stateblock->device;
333 unsigned int i, j;
334
335 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
336 {
337 DWORD map = stateblock->changed.renderState[i];
338 for (j = 0; map; map >>= 1, ++j)
339 {
340 if (!(map & 1)) continue;
341
342 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
343 ++stateblock->num_contained_render_states;
344 }
345 }
346
347 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
348 {
349 DWORD map = stateblock->changed.transform[i];
350 for (j = 0; map; map >>= 1, ++j)
351 {
352 if (!(map & 1)) continue;
353
354 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
355 ++stateblock->num_contained_transform_states;
356 }
357 }
358
359 for (i = 0; i < device->d3d_vshader_constantF; ++i)
360 {
361 if (stateblock->changed.vertexShaderConstantsF[i])
362 {
363 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
364 ++stateblock->num_contained_vs_consts_f;
365 }
366 }
367
368 for (i = 0; i < MAX_CONST_I; ++i)
369 {
370 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
371 {
372 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
373 ++stateblock->num_contained_vs_consts_i;
374 }
375 }
376
377 for (i = 0; i < MAX_CONST_B; ++i)
378 {
379 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
380 {
381 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
382 ++stateblock->num_contained_vs_consts_b;
383 }
384 }
385
386 for (i = 0; i < device->d3d_pshader_constantF; ++i)
387 {
388 if (stateblock->changed.pixelShaderConstantsF[i])
389 {
390 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
391 ++stateblock->num_contained_ps_consts_f;
392 }
393 }
394
395 for (i = 0; i < MAX_CONST_I; ++i)
396 {
397 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
398 {
399 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
400 ++stateblock->num_contained_ps_consts_i;
401 }
402 }
403
404 for (i = 0; i < MAX_CONST_B; ++i)
405 {
406 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
407 {
408 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
409 ++stateblock->num_contained_ps_consts_b;
410 }
411 }
412
413 for (i = 0; i < MAX_TEXTURES; ++i)
414 {
415 DWORD map = stateblock->changed.textureState[i];
416
417 for(j = 0; map; map >>= 1, ++j)
418 {
419 if (!(map & 1)) continue;
420
421 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
422 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
423 ++stateblock->num_contained_tss_states;
424 }
425 }
426
427 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
428 {
429 DWORD map = stateblock->changed.samplerState[i];
430
431 for (j = 0; map; map >>= 1, ++j)
432 {
433 if (!(map & 1)) continue;
434
435 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
436 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
437 ++stateblock->num_contained_sampler_states;
438 }
439 }
440 }
441
442 static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
443 {
444 unsigned int i;
445
446 for (i = 0; i < LIGHTMAP_SIZE; ++i)
447 {
448 const struct wined3d_light_info *src_light;
449
450 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
451 {
452 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
453
454 *dst_light = *src_light;
455 list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
456 }
457 }
458 }
459
460 /**********************************************************
461 * IWineD3DStateBlockImpl IUnknown parts follows
462 **********************************************************/
463 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
464 {
465 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
466 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
467 if (IsEqualGUID(riid, &IID_IUnknown)
468 || IsEqualGUID(riid, &IID_IWineD3DStateBlock))
469 {
470 IUnknown_AddRef(iface);
471 *ppobj = This;
472 return S_OK;
473 }
474 *ppobj = NULL;
475 return E_NOINTERFACE;
476 }
477
478 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
479 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
480 ULONG refCount = InterlockedIncrement(&This->ref);
481
482 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
483 return refCount;
484 }
485
486 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
487 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
488 ULONG refCount = InterlockedDecrement(&This->ref);
489
490 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
491
492 if (!refCount) {
493 int counter;
494
495 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
496
497 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
498 {
499 if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]);
500 }
501
502 for (counter = 0; counter < MAX_STREAMS; counter++) {
503 if(This->streamSource[counter]) {
504 if (IWineD3DBuffer_Release(This->streamSource[counter]))
505 {
506 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
507 }
508 }
509 }
510 if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
511 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
512 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
513
514 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
515 struct list *e1, *e2;
516 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter])
517 {
518 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
519 list_remove(&light->entry);
520 HeapFree(GetProcessHeap(), 0, light);
521 }
522 }
523
524 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
525 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
526 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
527 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
528 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
529 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
530 HeapFree(GetProcessHeap(), 0, This);
531 }
532 return refCount;
533 }
534
535 /**********************************************************
536 * IWineD3DStateBlockImpl parts follows
537 **********************************************************/
538 static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
539 {
540 UINT i;
541
542 /* Lights... For a recorded state block, we just had a chain of actions to perform,
543 * so we need to walk that chain and update any actions which differ
544 */
545 for(i = 0; i < LIGHTMAP_SIZE; i++) {
546 struct list *e, *f;
547 LIST_FOR_EACH(e, &This->lightMap[i]) {
548 BOOL updated = FALSE;
549 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
550
551 /* Look up the light in the destination */
552 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
553 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
554 if (realLight->OriginalIndex == src->OriginalIndex)
555 {
556 src->OriginalParms = realLight->OriginalParms;
557
558 if (realLight->glIndex == -1 && src->glIndex != -1)
559 {
560 /* Light disabled */
561 This->activeLights[src->glIndex] = NULL;
562 }
563 else if (realLight->glIndex != -1 && src->glIndex == -1)
564 {
565 /* Light enabled */
566 This->activeLights[realLight->glIndex] = src;
567 }
568 src->glIndex = realLight->glIndex;
569 updated = TRUE;
570 break;
571 }
572 }
573
574 if (!updated)
575 {
576 /* This can happen if the light was originally created as a
577 * default light for SetLightEnable() while recording. */
578 WARN("Light %u in stateblock %p does not exist in device stateblock %p.\n",
579 src->OriginalIndex, This, targetStateBlock);
580
581 src->OriginalParms = WINED3D_default_light;
582 if (src->glIndex != -1)
583 {
584 This->activeLights[src->glIndex] = NULL;
585 src->glIndex = -1;
586 }
587 }
588 }
589 }
590 }
591
592 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
593 {
594 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
595 IWineD3DStateBlockImpl *targetStateBlock = This->device->stateBlock;
596 unsigned int i;
597 DWORD map;
598
599 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
600
601 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader)
602 {
603 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
604
605 if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
606 if (This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
607 This->vertexShader = targetStateBlock->vertexShader;
608 }
609
610 /* Vertex Shader Float Constants */
611 for (i = 0; i < This->num_contained_vs_consts_f; ++i)
612 {
613 unsigned int idx = This->contained_vs_consts_f[i];
614
615 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
616 This, targetStateBlock, idx,
617 targetStateBlock->vertexShaderConstantF[idx * 4 + 0],
618 targetStateBlock->vertexShaderConstantF[idx * 4 + 1],
619 targetStateBlock->vertexShaderConstantF[idx * 4 + 2],
620 targetStateBlock->vertexShaderConstantF[idx * 4 + 3]);
621
622 This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0];
623 This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1];
624 This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2];
625 This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3];
626 }
627
628 /* Vertex Shader Integer Constants */
629 for (i = 0; i < This->num_contained_vs_consts_i; ++i)
630 {
631 unsigned int idx = This->contained_vs_consts_i[i];
632
633 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
634 This, targetStateBlock, idx,
635 targetStateBlock->vertexShaderConstantI[idx * 4 + 0],
636 targetStateBlock->vertexShaderConstantI[idx * 4 + 1],
637 targetStateBlock->vertexShaderConstantI[idx * 4 + 2],
638 targetStateBlock->vertexShaderConstantI[idx * 4 + 3]);
639
640 This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0];
641 This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1];
642 This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2];
643 This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3];
644 }
645
646 /* Vertex Shader Boolean Constants */
647 for (i = 0; i < This->num_contained_vs_consts_b; ++i)
648 {
649 unsigned int idx = This->contained_vs_consts_b[i];
650
651 TRACE("Setting %p from %p %u to %s.\n",
652 This, targetStateBlock, idx,
653 targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE");
654
655 This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[idx];
656 }
657
658 /* Pixel Shader Float Constants */
659 for (i = 0; i < This->num_contained_ps_consts_f; ++i)
660 {
661 unsigned int idx = This->contained_ps_consts_f[i];
662
663 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
664 This, targetStateBlock, idx,
665 targetStateBlock->pixelShaderConstantF[idx * 4 + 0],
666 targetStateBlock->pixelShaderConstantF[idx * 4 + 1],
667 targetStateBlock->pixelShaderConstantF[idx * 4 + 2],
668 targetStateBlock->pixelShaderConstantF[idx * 4 + 3]);
669
670 This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0];
671 This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1];
672 This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2];
673 This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3];
674 }
675
676 /* Pixel Shader Integer Constants */
677 for (i = 0; i < This->num_contained_ps_consts_i; ++i)
678 {
679 unsigned int idx = This->contained_ps_consts_i[i];
680 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
681 This, targetStateBlock, idx,
682 targetStateBlock->pixelShaderConstantI[idx * 4 + 0],
683 targetStateBlock->pixelShaderConstantI[idx * 4 + 1],
684 targetStateBlock->pixelShaderConstantI[idx * 4 + 2],
685 targetStateBlock->pixelShaderConstantI[idx * 4 + 3]);
686
687 This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0];
688 This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1];
689 This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2];
690 This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3];
691 }
692
693 /* Pixel Shader Boolean Constants */
694 for (i = 0; i < This->num_contained_ps_consts_b; ++i)
695 {
696 unsigned int idx = This->contained_ps_consts_b[i];
697 TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
698 targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE");
699
700 This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx];
701 }
702
703 /* Others + Render & Texture */
704 for (i = 0; i < This->num_contained_transform_states; ++i)
705 {
706 WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
707
708 TRACE("Updating transform %#x.\n", transform);
709
710 This->transforms[transform] = targetStateBlock->transforms[transform];
711 }
712
713 if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
714
715 if (This->changed.indices
716 && ((This->pIndexData != targetStateBlock->pIndexData)
717 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
718 || (This->IndexFmt != targetStateBlock->IndexFmt)))
719 {
720 TRACE("Updating pIndexData to %p, baseVertexIndex to %d.\n",
721 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
722
723 if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
724 if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
725 This->pIndexData = targetStateBlock->pIndexData;
726 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
727 This->IndexFmt = targetStateBlock->IndexFmt;
728 }
729
730 if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl)
731 {
732 TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl);
733
734 if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
735 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
736 This->vertexDecl = targetStateBlock->vertexDecl;
737 }
738
739 if (This->changed.material
740 && memcmp(&targetStateBlock->material, &This->material, sizeof(This->material)))
741 {
742 TRACE("Updating material.\n");
743
744 This->material = targetStateBlock->material;
745 }
746
747 if (This->changed.viewport
748 && memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(This->viewport)))
749 {
750 TRACE("Updating viewport.\n");
751
752 This->viewport = targetStateBlock->viewport;
753 }
754
755 if(This->changed.scissorRect
756 && memcmp(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(This->scissorRect)))
757 {
758 TRACE("Updating scissor rect.\n");
759
760 This->scissorRect = targetStateBlock->scissorRect;
761 }
762
763 map = This->changed.streamSource;
764 for (i = 0; map; map >>= 1, ++i)
765 {
766 if (!(map & 1)) continue;
767
768 if (This->streamStride[i] != targetStateBlock->streamStride[i]
769 || This->streamSource[i] != targetStateBlock->streamSource[i])
770 {
771 TRACE("Updating stream source %u to %p, stride to %u.\n",
772 i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
773
774 This->streamStride[i] = targetStateBlock->streamStride[i];
775 if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
776 if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
777 This->streamSource[i] = targetStateBlock->streamSource[i];
778 }
779 }
780
781 map = This->changed.streamFreq;
782 for (i = 0; map; map >>= 1, ++i)
783 {
784 if (!(map & 1)) continue;
785
786 if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
787 || This->streamFlags[i] != targetStateBlock->streamFlags[i])
788 {
789 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
790 i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
791
792 This->streamFreq[i] = targetStateBlock->streamFreq[i];
793 This->streamFlags[i] = targetStateBlock->streamFlags[i];
794 }
795 }
796
797 map = This->changed.clipplane;
798 for (i = 0; map; map >>= 1, ++i)
799 {
800 if (!(map & 1)) continue;
801
802 if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
803 {
804 TRACE("Updating clipplane %u.\n", i);
805 memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
806 }
807 }
808
809 /* Render */
810 for (i = 0; i < This->num_contained_render_states; ++i)
811 {
812 WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
813
814 TRACE("Updating renderState %#x to %u.\n", rs, targetStateBlock->renderState[rs]);
815
816 This->renderState[rs] = targetStateBlock->renderState[rs];
817 }
818
819 /* Texture states */
820 for (i = 0; i < This->num_contained_tss_states; ++i)
821 {
822 DWORD stage = This->contained_tss_states[i].stage;
823 DWORD state = This->contained_tss_states[i].state;
824
825 TRACE("Updating texturestage state %u, %u to %u (was %u).\n", stage, state,
826 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
827
828 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
829 }
830
831 /* Samplers */
832 map = This->changed.textures;
833 for (i = 0; map; map >>= 1, ++i)
834 {
835 if (!(map & 1)) continue;
836
837 TRACE("Updating texture %u to %p (was %p).\n", i, targetStateBlock->textures[i], This->textures[i]);
838
839 if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
840 if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
841 This->textures[i] = targetStateBlock->textures[i];
842 }
843
844 for (i = 0; i < This->num_contained_sampler_states; ++i)
845 {
846 DWORD stage = This->contained_sampler_states[i].stage;
847 DWORD state = This->contained_sampler_states[i].state;
848
849 TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage, state,
850 targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
851
852 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
853 }
854
855 if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader)
856 {
857 if (targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
858 if (This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
859 This->pixelShader = targetStateBlock->pixelShader;
860 }
861
862 record_lights(This, targetStateBlock);
863
864 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
865
866 return WINED3D_OK;
867 }
868
869 static void apply_lights(IWineD3DDevice *device, const IWineD3DStateBlockImpl *This)
870 {
871 UINT i;
872 for(i = 0; i < LIGHTMAP_SIZE; i++) {
873 struct list *e;
874
875 LIST_FOR_EACH(e, &This->lightMap[i])
876 {
877 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
878
879 IWineD3DDevice_SetLight(device, light->OriginalIndex, &light->OriginalParms);
880 IWineD3DDevice_SetLightEnable(device, light->OriginalIndex, light->glIndex != -1);
881 }
882 }
883 }
884
885 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
886 {
887 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
888 IWineD3DDevice *device = (IWineD3DDevice *)This->device;
889 unsigned int i;
890 DWORD map;
891
892 TRACE("(%p) : Applying state block %p ------------------v\n", This, device);
893
894 TRACE("Blocktype: %d\n", This->blockType);
895
896 if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(device, This->vertexShader);
897
898 /* Vertex Shader Constants */
899 for (i = 0; i < This->num_contained_vs_consts_f; ++i)
900 {
901 IWineD3DDevice_SetVertexShaderConstantF(device, This->contained_vs_consts_f[i],
902 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
903 }
904 for (i = 0; i < This->num_contained_vs_consts_i; ++i)
905 {
906 IWineD3DDevice_SetVertexShaderConstantI(device, This->contained_vs_consts_i[i],
907 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
908 }
909 for (i = 0; i < This->num_contained_vs_consts_b; ++i)
910 {
911 IWineD3DDevice_SetVertexShaderConstantB(device, This->contained_vs_consts_b[i],
912 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
913 }
914
915 apply_lights(device, This);
916
917 if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(device, This->pixelShader);
918
919 /* Pixel Shader Constants */
920 for (i = 0; i < This->num_contained_ps_consts_f; ++i)
921 {
922 IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
923 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
924 }
925 for (i = 0; i < This->num_contained_ps_consts_i; ++i)
926 {
927 IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
928 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
929 }
930 for (i = 0; i < This->num_contained_ps_consts_b; ++i)
931 {
932 IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
933 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
934 }
935
936 /* Render */
937 for (i = 0; i < This->num_contained_render_states; ++i)
938 {
939 IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
940 This->renderState[This->contained_render_states[i]]);
941 }
942
943 /* Texture states */
944 for (i = 0; i < This->num_contained_tss_states; ++i)
945 {
946 DWORD stage = This->contained_tss_states[i].stage;
947 DWORD state = This->contained_tss_states[i].state;
948
949 IWineD3DDevice_SetTextureStageState(device, stage, state, This->textureState[stage][state]);
950 }
951
952 /* Sampler states */
953 for (i = 0; i < This->num_contained_sampler_states; ++i)
954 {
955 DWORD stage = This->contained_sampler_states[i].stage;
956 DWORD state = This->contained_sampler_states[i].state;
957 DWORD value = This->samplerState[stage][state];
958
959 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
960 IWineD3DDevice_SetSamplerState(device, stage, state, value);
961 }
962
963 for (i = 0; i < This->num_contained_transform_states; ++i)
964 {
965 IWineD3DDevice_SetTransform(device, This->contained_transform_states[i],
966 &This->transforms[This->contained_transform_states[i]]);
967 }
968
969 if (This->changed.primitive_type)
970 {
971 This->device->updateStateBlock->changed.primitive_type = TRUE;
972 This->device->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
973 }
974
975 if (This->changed.indices)
976 {
977 IWineD3DDevice_SetIndexBuffer(device, This->pIndexData, This->IndexFmt);
978 IWineD3DDevice_SetBaseVertexIndex(device, This->baseVertexIndex);
979 }
980
981 if (This->changed.vertexDecl && This->vertexDecl)
982 {
983 IWineD3DDevice_SetVertexDeclaration(device, This->vertexDecl);
984 }
985
986 if (This->changed.material)
987 {
988 IWineD3DDevice_SetMaterial(device, &This->material);
989 }
990
991 if (This->changed.viewport)
992 {
993 IWineD3DDevice_SetViewport(device, &This->viewport);
994 }
995
996 if (This->changed.scissorRect)
997 {
998 IWineD3DDevice_SetScissorRect(device, &This->scissorRect);
999 }
1000
1001 map = This->changed.streamSource;
1002 for (i = 0; map; map >>= 1, ++i)
1003 {
1004 if (map & 1) IWineD3DDevice_SetStreamSource(device, i, This->streamSource[i], 0, This->streamStride[i]);
1005 }
1006
1007 map = This->changed.streamFreq;
1008 for (i = 0; map; map >>= 1, ++i)
1009 {
1010 if (map & 1) IWineD3DDevice_SetStreamSourceFreq(device, i, This->streamFreq[i] | This->streamFlags[i]);
1011 }
1012
1013 map = This->changed.textures;
1014 for (i = 0; map; map >>= 1, ++i)
1015 {
1016 DWORD stage;
1017
1018 if (!(map & 1)) continue;
1019
1020 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1021 IWineD3DDevice_SetTexture(device, stage, This->textures[i]);
1022 }
1023
1024 map = This->changed.clipplane;
1025 for (i = 0; map; map >>= 1, ++i)
1026 {
1027 float clip[4];
1028
1029 if (!(map & 1)) continue;
1030
1031 clip[0] = This->clipplane[i][0];
1032 clip[1] = This->clipplane[i][1];
1033 clip[2] = This->clipplane[i][2];
1034 clip[3] = This->clipplane[i][3];
1035 IWineD3DDevice_SetClipPlane(device, i, clip);
1036 }
1037
1038 This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1039 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1040 {
1041 if (This->device->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1042 {
1043 This->device->stateBlock->lowest_disabled_stage = i;
1044 break;
1045 }
1046 }
1047 TRACE("(%p) : Applied state block %p ------------------^\n", This, device);
1048
1049 return WINED3D_OK;
1050 }
1051
1052 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1053 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1054 IWineD3DDevice *device = (IWineD3DDevice *)This->device;
1055 IWineD3DDeviceImpl *device_impl = (IWineD3DDeviceImpl *)device;
1056 const struct wined3d_gl_info *gl_info = &device_impl->adapter->gl_info;
1057 union {
1058 WINED3DLINEPATTERN lp;
1059 DWORD d;
1060 } lp;
1061 union {
1062 float f;
1063 DWORD d;
1064 } tmpfloat;
1065 unsigned int i;
1066 IWineD3DSwapChain *swapchain;
1067 IWineD3DSurface *backbuffer;
1068 HRESULT hr;
1069
1070 /* Note this may have a large overhead but it should only be executed
1071 once, in order to initialize the complete state of the device and
1072 all opengl equivalents */
1073 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, device);
1074 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1075 This->blockType = WINED3DSBT_INIT;
1076
1077 /* Set some of the defaults for lights, transforms etc */
1078 memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1079 memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1080 for (i = 0; i < 256; ++i) {
1081 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1082 }
1083
1084 TRACE("Render states\n");
1085 /* Render states: */
1086 if (device_impl->auto_depth_stencil)
1087 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1088 else
1089 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1090 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1091 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1092 lp.lp.wRepeatFactor = 0;
1093 lp.lp.wLinePattern = 0;
1094 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1095 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1096 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1097 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1098 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1099 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1100 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1101 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1102 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1103 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1104 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1105 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1106 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1107 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1111 tmpfloat.f = 0.0f;
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1113 tmpfloat.f = 1.0f;
1114 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1115 tmpfloat.f = 1.0f;
1116 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1117 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1118 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1119 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1120 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1121 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1122 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1123 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1124 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1125 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1126 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1127 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1130 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1131 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1132 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1133 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1134 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1135 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1139 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1141 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1142 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1144 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1147 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1148 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1150 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1151 tmpfloat.f = 1.0f;
1152 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1153 tmpfloat.f = 1.0f;
1154 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1155 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1156 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1157 tmpfloat.f = 1.0f;
1158 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1159 tmpfloat.f = 0.0f;
1160 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1161 tmpfloat.f = 0.0f;
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1163 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1164 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1165 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1166 tmpfloat.f = 1.0f;
1167 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1168 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1169 tmpfloat.f = gl_info->limits.pointsize_max;
1170 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1171 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1173 tmpfloat.f = 0.0f;
1174 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1176 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1177 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1178 /* states new in d3d9 */
1179 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1180 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1181 tmpfloat.f = 1.0f;
1182 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1183 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1184 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1185 tmpfloat.f = 0.0f;
1186 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1188 tmpfloat.f = 1.0f;
1189 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1190 tmpfloat.f = 0.0f;
1191 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1192 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1193 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1194 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1195 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1196 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1197 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1198 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1199 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1200 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1201 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1202 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1203 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1204 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1205 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1206 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1207 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1208 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1209 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1210 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1211 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1212 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1213 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1214 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1215 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1216
1217 /* clipping status */
1218 This->clip_status.ClipUnion = 0;
1219 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1220
1221 /* Texture Stage States - Put directly into state block, we will call function below */
1222 for (i = 0; i < MAX_TEXTURES; i++) {
1223 TRACE("Setting up default texture states for texture Stage %d\n", i);
1224 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1225 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1226 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1227 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1228 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1229 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1230 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1231 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
1232 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
1233 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
1234 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
1235 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1236 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
1237 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
1238 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1239 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1240 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1241 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1242 }
1243 This->lowest_disabled_stage = 1;
1244
1245 /* Sampler states*/
1246 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1247 TRACE("Setting up default samplers states for sampler %d\n", i);
1248 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1249 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1250 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1251 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1252 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1253 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1254 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1255 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1256 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1257 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1258 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1259 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1260 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1261 }
1262
1263 for (i = 0; i < gl_info->limits.textures; ++i)
1264 {
1265 /* Note: This avoids calling SetTexture, so pretend it has been called */
1266 This->changed.textures |= 1 << i;
1267 This->textures[i] = NULL;
1268 }
1269
1270 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1271 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1272 if( hr == WINED3D_OK && swapchain != NULL) {
1273 WINED3DVIEWPORT vp;
1274
1275 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1276 if (SUCCEEDED(hr) && backbuffer)
1277 {
1278 WINED3DSURFACE_DESC desc;
1279 RECT scissorrect;
1280
1281 IWineD3DSurface_GetDesc(backbuffer, &desc);
1282 IWineD3DSurface_Release(backbuffer);
1283
1284 /* Set the default scissor rect values */
1285 scissorrect.left = 0;
1286 scissorrect.right = desc.width;
1287 scissorrect.top = 0;
1288 scissorrect.bottom = desc.height;
1289 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1290 if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
1291 }
1292
1293 /* Set the default viewport */
1294 vp.X = 0;
1295 vp.Y = 0;
1296 vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1297 vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1298 vp.MinZ = 0.0f;
1299 vp.MaxZ = 1.0f;
1300 IWineD3DDevice_SetViewport(device, &vp);
1301
1302 IWineD3DSwapChain_Release(swapchain);
1303 }
1304
1305 TRACE("-----------------------> Device defaults now set up...\n");
1306 return WINED3D_OK;
1307 }
1308
1309 /**********************************************************
1310 * IWineD3DStateBlock VTbl follows
1311 **********************************************************/
1312
1313 static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1314 {
1315 /* IUnknown */
1316 IWineD3DStateBlockImpl_QueryInterface,
1317 IWineD3DStateBlockImpl_AddRef,
1318 IWineD3DStateBlockImpl_Release,
1319 /* IWineD3DStateBlock */
1320 IWineD3DStateBlockImpl_Capture,
1321 IWineD3DStateBlockImpl_Apply,
1322 IWineD3DStateBlockImpl_InitStartupStateBlock
1323 };
1324
1325 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
1326 {
1327 unsigned int i;
1328 HRESULT hr;
1329
1330 stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
1331 stateblock->ref = 1;
1332 stateblock->device = device;
1333 stateblock->blockType = type;
1334
1335 for (i = 0; i < LIGHTMAP_SIZE; i++)
1336 {
1337 list_init(&stateblock->lightMap[i]);
1338 }
1339
1340 hr = stateblock_allocate_shader_constants(stateblock);
1341 if (FAILED(hr)) return hr;
1342
1343 /* The WINED3DSBT_INIT stateblock type is used during initialization to
1344 * produce a placeholder stateblock so other functions called can update a
1345 * state block. */
1346 if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1347
1348 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1349
1350 switch (type)
1351 {
1352 case WINED3DSBT_ALL:
1353 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1354 stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1355 device->d3d_pshader_constantF);
1356 break;
1357
1358 case WINED3DSBT_PIXELSTATE:
1359 stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1360 break;
1361
1362 case WINED3DSBT_VERTEXSTATE:
1363 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1364 stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1365 break;
1366
1367 default:
1368 FIXME("Unrecognized state block type %#x.\n", type);
1369 break;
1370 }
1371
1372 stateblock_init_contained_states(stateblock);
1373 IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
1374
1375 return WINED3D_OK;
1376 }