- update wined3d, d3d8, d3d9, ddraw to Wine 1.1.28
[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 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
29
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
33
34 /* Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
36 */
37 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object)
38 {
39 IWineD3DStateBlockImpl *This = object;
40
41 /* Allocate space for floating point constants */
42 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
43 if (!object->pixelShaderConstantF) goto fail;
44
45 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
46 if (!object->changed.pixelShaderConstantsF) goto fail;
47
48 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
49 if (!object->vertexShaderConstantF) goto fail;
50
51 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
52 if (!object->changed.vertexShaderConstantsF) goto fail;
53
54 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
55 if (!object->contained_vs_consts_f) goto fail;
56
57 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
58 if (!object->contained_ps_consts_f) goto fail;
59
60 return WINED3D_OK;
61
62 fail:
63 ERR("Failed to allocate memory\n");
64 HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
65 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
66 HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
67 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
68 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
69 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
70 return E_OUTOFMEMORY;
71 }
72
73 /** Copy all members of one stateblock to another */
74 static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
75 {
76 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
77 unsigned bsize = sizeof(BOOL);
78
79 /* Single values */
80 dest->primitive_type = source->primitive_type;
81 dest->indices = source->indices;
82 dest->material = source->material;
83 dest->viewport = source->viewport;
84 dest->vertexDecl = source->vertexDecl;
85 dest->pixelShader = source->pixelShader;
86 dest->vertexShader = source->vertexShader;
87 dest->scissorRect = dest->scissorRect;
88
89 /* Fixed size arrays */
90 dest->streamSource = source->streamSource;
91 dest->streamFreq = source->streamFreq;
92 dest->textures = source->textures;
93 memcpy(dest->transform, source->transform, sizeof(source->transform));
94 memcpy(dest->renderState, source->renderState, sizeof(source->renderState));
95 memcpy(dest->textureState, source->textureState, sizeof(source->textureState));
96 memcpy(dest->samplerState, source->samplerState, sizeof(source->samplerState));
97 dest->clipplane = source->clipplane;
98 dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
99 dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
100 dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
101 dest->vertexShaderConstantsI = source->vertexShaderConstantsI;
102
103 /* Dynamically sized arrays */
104 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
105 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
106 }
107
108 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
109 {
110 DWORD mask = (1 << (map_size & 0x1f)) - 1;
111 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
112 if (mask) map[map_size >> 5] = mask;
113 }
114
115 /** Set all members of a stateblock savedstate to the given value */
116 void stateblock_savedstates_set(IWineD3DStateBlock *iface, SAVEDSTATES *states, BOOL value)
117 {
118 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
119 unsigned bsize = sizeof(BOOL);
120
121 /* Single values */
122 states->primitive_type = value;
123 states->indices = value;
124 states->material = value;
125 states->viewport = value;
126 states->vertexDecl = value;
127 states->pixelShader = value;
128 states->vertexShader = value;
129 states->scissorRect = value;
130
131 /* Fixed size arrays */
132 if (value)
133 {
134 int i;
135 states->streamSource = 0xffff;
136 states->streamFreq = 0xffff;
137 states->textures = 0xfffff;
138 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
139 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
140 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
141 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
142 states->clipplane = 0xffffffff;
143 states->pixelShaderConstantsB = 0xffff;
144 states->pixelShaderConstantsI = 0xffff;
145 states->vertexShaderConstantsB = 0xffff;
146 states->vertexShaderConstantsI = 0xffff;
147 }
148 else
149 {
150 states->streamSource = 0;
151 states->streamFreq = 0;
152 states->textures = 0;
153 memset(states->transform, 0, sizeof(states->transform));
154 memset(states->renderState, 0, sizeof(states->renderState));
155 memset(states->textureState, 0, sizeof(states->textureState));
156 memset(states->samplerState, 0, sizeof(states->samplerState));
157 states->clipplane = 0;
158 states->pixelShaderConstantsB = 0;
159 states->pixelShaderConstantsI = 0;
160 states->vertexShaderConstantsB = 0;
161 states->vertexShaderConstantsI = 0;
162 }
163
164 /* Dynamically sized arrays */
165 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
166 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
167 }
168
169 void stateblock_copy(
170 IWineD3DStateBlock* destination,
171 IWineD3DStateBlock* source) {
172 int l;
173
174 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
175 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
176
177 /* IUnknown fields */
178 Dest->lpVtbl = This->lpVtbl;
179 Dest->ref = This->ref;
180
181 /* IWineD3DStateBlock information */
182 Dest->parent = This->parent;
183 Dest->wineD3DDevice = This->wineD3DDevice;
184 Dest->blockType = This->blockType;
185
186 /* Saved states */
187 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
188
189 /* Single items */
190 Dest->gl_primitive_type = This->gl_primitive_type;
191 Dest->vertexDecl = This->vertexDecl;
192 Dest->vertexShader = This->vertexShader;
193 Dest->streamIsUP = This->streamIsUP;
194 Dest->pIndexData = This->pIndexData;
195 Dest->IndexFmt = This->IndexFmt;
196 Dest->baseVertexIndex = This->baseVertexIndex;
197 /* Dest->lights = This->lights; */
198 Dest->clip_status = This->clip_status;
199 Dest->viewport = This->viewport;
200 Dest->material = This->material;
201 Dest->pixelShader = This->pixelShader;
202 Dest->scissorRect = This->scissorRect;
203
204 /* Lights */
205 memset(This->activeLights, 0, sizeof(This->activeLights));
206 for(l = 0; l < LIGHTMAP_SIZE; l++) {
207 struct list *e1, *e2;
208 LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
209 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
210 list_remove(&light->entry);
211 HeapFree(GetProcessHeap(), 0, light);
212 }
213
214 LIST_FOR_EACH(e1, &This->lightMap[l]) {
215 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
216 light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
217 *light2 = *light;
218 list_add_tail(&Dest->lightMap[l], &light2->entry);
219 if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
220 }
221 }
222
223 /* Fixed size arrays */
224 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
225 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
226 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
227 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
228
229 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
230 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
231 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DBuffer *) * MAX_STREAMS);
232 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
233 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
234 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
235 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
236 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
237 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
238 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
239 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
240
241 /* Dynamically sized arrays */
242 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
243 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
244 }
245
246 /**********************************************************
247 * IWineD3DStateBlockImpl IUnknown parts follows
248 **********************************************************/
249 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
250 {
251 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
252 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
253 if (IsEqualGUID(riid, &IID_IUnknown)
254 || IsEqualGUID(riid, &IID_IWineD3DBase)
255 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
256 IUnknown_AddRef(iface);
257 *ppobj = This;
258 return S_OK;
259 }
260 *ppobj = NULL;
261 return E_NOINTERFACE;
262 }
263
264 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
265 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
266 ULONG refCount = InterlockedIncrement(&This->ref);
267
268 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
269 return refCount;
270 }
271
272 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
273 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
274 ULONG refCount = InterlockedDecrement(&This->ref);
275
276 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
277
278 if (!refCount) {
279 int counter;
280
281 /* type 0 represents the primary stateblock, so free all the resources */
282 if (This->blockType == WINED3DSBT_INIT) {
283 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
284 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
285 if (This->textures[counter]) {
286 /* release our 'internal' hold on the texture */
287 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
288 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
289 }
290 }
291 }
292 }
293
294 for (counter = 0; counter < MAX_STREAMS; counter++) {
295 if(This->streamSource[counter]) {
296 if (IWineD3DBuffer_Release(This->streamSource[counter]))
297 {
298 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
299 }
300 }
301 }
302 if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
303 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
304 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
305
306 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
307 struct list *e1, *e2;
308 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
309 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
310 list_remove(&light->entry);
311 HeapFree(GetProcessHeap(), 0, light);
312 }
313 }
314
315 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
316 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
317 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
318 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
319 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
320 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
321 HeapFree(GetProcessHeap(), 0, This);
322 }
323 return refCount;
324 }
325
326 /**********************************************************
327 * IWineD3DStateBlockImpl parts follows
328 **********************************************************/
329 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
330 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
331 IUnknown_AddRef(This->parent);
332 *pParent = This->parent;
333 return WINED3D_OK;
334 }
335
336 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
337
338 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
339
340 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
341 IWineD3DDevice_AddRef(*ppDevice);
342 return WINED3D_OK;
343
344 }
345
346 static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
347 UINT i;
348
349 /* Lights... For a recorded state block, we just had a chain of actions to perform,
350 * so we need to walk that chain and update any actions which differ
351 */
352 for(i = 0; i < LIGHTMAP_SIZE; i++) {
353 struct list *e, *f;
354 LIST_FOR_EACH(e, &This->lightMap[i]) {
355 BOOL updated = FALSE;
356 PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
357 if (!src->changed && !src->enabledChanged) continue;
358
359 /* Look up the light in the destination */
360 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
361 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
362 if(realLight->OriginalIndex == src->OriginalIndex) {
363 if(src->changed) {
364 src->OriginalParms = realLight->OriginalParms;
365 }
366 if(src->enabledChanged) {
367 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
368 * or disabled -> enabled -> disabled changes
369 */
370 if(realLight->glIndex == -1 && src->glIndex != -1) {
371 /* Light disabled */
372 This->activeLights[src->glIndex] = NULL;
373 } else if(realLight->glIndex != -1 && src->glIndex == -1){
374 /* Light enabled */
375 This->activeLights[realLight->glIndex] = src;
376 }
377 src->glIndex = realLight->glIndex;
378 }
379 updated = TRUE;
380 break;
381 }
382 }
383
384 if(updated) {
385 /* Found a light, all done, proceed with next hash entry */
386 continue;
387 } else if(src->changed) {
388 /* Otherwise assign defaul params */
389 src->OriginalParms = WINED3D_default_light;
390 } else {
391 /* Not enabled by default */
392 src->glIndex = -1;
393 }
394 }
395 }
396 }
397
398 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
399
400 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
401 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
402 unsigned int i, j;
403 DWORD map;
404
405 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
406
407 /* If not recorded, then update can just recapture */
408 if (This->blockType == WINED3DSBT_RECORDED) {
409
410 /* Recorded => Only update 'changed' values */
411 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
412 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
413
414 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
415 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
416 This->vertexShader = targetStateBlock->vertexShader;
417 }
418
419 /* Vertex Shader Float Constants */
420 for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
421 i = This->contained_vs_consts_f[j];
422 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i,
423 targetStateBlock->vertexShaderConstantF[i * 4],
424 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
425 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
426 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
427
428 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
429 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
430 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
431 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
432 }
433
434 /* Vertex Shader Integer Constants */
435 for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
436 i = This->contained_vs_consts_i[j];
437 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i,
438 targetStateBlock->vertexShaderConstantI[i * 4],
439 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
440 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
441 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
442
443 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
444 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
445 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
446 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
447 }
448
449 /* Vertex Shader Boolean Constants */
450 for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
451 i = This->contained_vs_consts_b[j];
452 TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i,
453 targetStateBlock->vertexShaderConstantB[i] ? "TRUE" : "FALSE");
454
455 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
456 }
457
458 /* Pixel Shader Float Constants */
459 for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
460 i = This->contained_ps_consts_f[j];
461 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i,
462 targetStateBlock->pixelShaderConstantF[i * 4],
463 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
464 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
465 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
466
467 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
468 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
469 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
470 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
471 }
472
473 /* Pixel Shader Integer Constants */
474 for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
475 i = This->contained_ps_consts_i[j];
476 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i,
477 targetStateBlock->pixelShaderConstantI[i * 4],
478 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
479 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
480 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
481
482 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
483 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
484 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
485 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
486 }
487
488 /* Pixel Shader Boolean Constants */
489 for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
490 i = This->contained_ps_consts_b[j];
491 TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i,
492 targetStateBlock->pixelShaderConstantB[i] ? "TRUE" : "FALSE");
493
494 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
495 }
496
497 /* Others + Render & Texture */
498 for (i = 0; i < This->num_contained_transform_states; i++) {
499 TRACE("Updating transform %u\n", i);
500 This->transforms[This->contained_transform_states[i]] =
501 targetStateBlock->transforms[This->contained_transform_states[i]];
502 }
503
504 if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
505
506 if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
507 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
508 || (This->IndexFmt != targetStateBlock->IndexFmt))) {
509 TRACE("Updating pIndexData to %p, baseVertexIndex to %d\n",
510 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
511 if(targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
512 if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
513 This->pIndexData = targetStateBlock->pIndexData;
514 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
515 This->IndexFmt = targetStateBlock->IndexFmt;
516 }
517
518 if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
519 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
520
521 This->vertexDecl = targetStateBlock->vertexDecl;
522 }
523
524 if (This->changed.material && memcmp(&targetStateBlock->material,
525 &This->material,
526 sizeof(WINED3DMATERIAL)) != 0) {
527 TRACE("Updating material\n");
528 This->material = targetStateBlock->material;
529 }
530
531 if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
532 &This->viewport,
533 sizeof(WINED3DVIEWPORT)) != 0) {
534 TRACE("Updating viewport\n");
535 This->viewport = targetStateBlock->viewport;
536 }
537
538 if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
539 &This->scissorRect,
540 sizeof(targetStateBlock->scissorRect)))
541 {
542 TRACE("Updating scissor rect\n");
543 targetStateBlock->scissorRect = This->scissorRect;
544 }
545
546 map = This->changed.streamSource;
547 for (i = 0; map; map >>= 1, ++i)
548 {
549 if (!(map & 1)) continue;
550
551 if (This->streamStride[i] != targetStateBlock->streamStride[i]
552 || This->streamSource[i] != targetStateBlock->streamSource[i])
553 {
554 TRACE("Updating stream source %u to %p, stride to %u\n",
555 i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
556 This->streamStride[i] = targetStateBlock->streamStride[i];
557 if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
558 if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
559 This->streamSource[i] = targetStateBlock->streamSource[i];
560 }
561 }
562
563 map = This->changed.streamFreq;
564 for (i = 0; map; map >>= 1, ++i)
565 {
566 if (!(map & 1)) continue;
567
568 if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
569 || This->streamFlags[i] != targetStateBlock->streamFlags[i])
570 {
571 TRACE("Updating stream frequency %u to %u flags to %#x\n",
572 i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
573 This->streamFreq[i] = targetStateBlock->streamFreq[i];
574 This->streamFlags[i] = targetStateBlock->streamFlags[i];
575 }
576 }
577
578 map = This->changed.clipplane;
579 for (i = 0; map; map >>= 1, ++i)
580 {
581 if (!(map & 1)) continue;
582
583 if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
584 {
585 TRACE("Updating clipplane %u\n", i);
586 memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
587 }
588 }
589
590 /* Render */
591 for (i = 0; i < This->num_contained_render_states; i++) {
592 TRACE("Updating renderState %u to %u\n", This->contained_render_states[i],
593 targetStateBlock->renderState[This->contained_render_states[i]]);
594 This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
595 }
596
597 /* Texture states */
598 for (j = 0; j < This->num_contained_tss_states; j++) {
599 DWORD stage = This->contained_tss_states[j].stage;
600 DWORD state = This->contained_tss_states[j].state;
601
602 TRACE("Updating texturestage state %u, %u to %u (was %u)\n", stage, state,
603 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
604 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
605 }
606
607 /* Samplers */
608 /* TODO: move over to using memcpy */
609 map = This->changed.textures;
610 for (i = 0; map; map >>= 1, ++i)
611 {
612 if (!(map & 1)) continue;
613
614 TRACE("Updating texture %u to %p (was %p)\n", i, targetStateBlock->textures[i], This->textures[i]);
615 This->textures[i] = targetStateBlock->textures[i];
616 }
617
618 for (j = 0; j < This->num_contained_sampler_states; j++) {
619 DWORD stage = This->contained_sampler_states[j].stage;
620 DWORD state = This->contained_sampler_states[j].state;
621 TRACE("Updating sampler state %u, %u to %u (was %u)\n", stage, state,
622 targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
623 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
624 }
625 if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
626 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
627 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
628 This->pixelShader = targetStateBlock->pixelShader;
629 }
630
631 record_lights(This, targetStateBlock);
632 } else if(This->blockType == WINED3DSBT_ALL) {
633 This->vertexDecl = targetStateBlock->vertexDecl;
634 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
635 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
636 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
637 This->gl_primitive_type = targetStateBlock->gl_primitive_type;
638 memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
639 memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
640 memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
641 memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
642 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
643 memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
644 record_lights(This, targetStateBlock);
645 memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
646 This->clip_status = targetStateBlock->clip_status;
647 This->viewport = targetStateBlock->viewport;
648 This->material = targetStateBlock->material;
649 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
650 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
651 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
652 memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
653 memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
654 memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
655 memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
656 This->scissorRect = targetStateBlock->scissorRect;
657
658 if(targetStateBlock->pIndexData != This->pIndexData ||
659 targetStateBlock->IndexFmt != This->IndexFmt) {
660 if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
661 if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
662 This->pIndexData = targetStateBlock->pIndexData;
663 This->IndexFmt = targetStateBlock->IndexFmt;
664 }
665 for(i = 0; i < MAX_STREAMS; i++) {
666 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
667 if(targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
668 if(This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
669 This->streamSource[i] = targetStateBlock->streamSource[i];
670 }
671 }
672 if(This->vertexShader != targetStateBlock->vertexShader) {
673 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
674 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
675 This->vertexShader = targetStateBlock->vertexShader;
676 }
677 if(This->pixelShader != targetStateBlock->pixelShader) {
678 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
679 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
680 This->pixelShader = targetStateBlock->pixelShader;
681 }
682 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
683 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
684 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
685 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
686 record_lights(This, targetStateBlock);
687 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
688 This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
689 }
690 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
691 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
692 This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
693 }
694 }
695 for (j = 0; j < MAX_TEXTURES; j++) {
696 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
697 This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
698 }
699 }
700 for(i = 0; i < MAX_STREAMS; i++) {
701 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
702 if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
703 if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
704 This->streamSource[i] = targetStateBlock->streamSource[i];
705 }
706 }
707 if(This->vertexShader != targetStateBlock->vertexShader) {
708 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
709 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
710 This->vertexShader = targetStateBlock->vertexShader;
711 }
712 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
713 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
714 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
715 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
716 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
717 This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
718 }
719 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
720 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
721 This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
722 }
723 }
724 for (j = 0; j < MAX_TEXTURES; j++) {
725 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
726 This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
727 }
728 }
729 if(This->pixelShader != targetStateBlock->pixelShader) {
730 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
731 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
732 This->pixelShader = targetStateBlock->pixelShader;
733 }
734 }
735
736 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
737
738 return WINED3D_OK;
739 }
740
741 static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
742 UINT i;
743 for(i = 0; i < LIGHTMAP_SIZE; i++) {
744 struct list *e;
745
746 LIST_FOR_EACH(e, &This->lightMap[i]) {
747 const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
748
749 if(light->changed) {
750 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
751 }
752 if(light->enabledChanged) {
753 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
754 }
755 }
756 }
757 }
758
759 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
760 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
761 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
762
763 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
764 should really perform a delta so that only the changes get updated*/
765
766 UINT i;
767 UINT j;
768 DWORD map;
769
770 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
771
772 TRACE("Blocktype: %d\n", This->blockType);
773
774 if(This->blockType == WINED3DSBT_RECORDED) {
775 if (This->changed.vertexShader) {
776 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
777 }
778 /* Vertex Shader Constants */
779 for (i = 0; i < This->num_contained_vs_consts_f; i++) {
780 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
781 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
782 }
783 for (i = 0; i < This->num_contained_vs_consts_i; i++) {
784 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
785 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
786 }
787 for (i = 0; i < This->num_contained_vs_consts_b; i++) {
788 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
789 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
790 }
791
792 apply_lights(pDevice, This);
793
794 if (This->changed.pixelShader) {
795 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
796 }
797 /* Pixel Shader Constants */
798 for (i = 0; i < This->num_contained_ps_consts_f; i++) {
799 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
800 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
801 }
802 for (i = 0; i < This->num_contained_ps_consts_i; i++) {
803 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
804 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
805 }
806 for (i = 0; i < This->num_contained_ps_consts_b; i++) {
807 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
808 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
809 }
810
811 /* Render */
812 for (i = 0; i <= This->num_contained_render_states; i++) {
813 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
814 This->renderState[This->contained_render_states[i]]);
815 }
816 /* Texture states */
817 for (i = 0; i < This->num_contained_tss_states; i++) {
818 DWORD stage = This->contained_tss_states[i].stage;
819 DWORD state = This->contained_tss_states[i].state;
820 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
821 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage] |= 1 << state;
822 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
823 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
824 }
825 /* Sampler states */
826 for (i = 0; i < This->num_contained_sampler_states; i++) {
827 DWORD stage = This->contained_sampler_states[i].stage;
828 DWORD state = This->contained_sampler_states[i].state;
829 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
830 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage] |= 1 << state;
831 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
832 }
833
834 for (i = 0; i < This->num_contained_transform_states; i++) {
835 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
836 &This->transforms[This->contained_transform_states[i]]);
837 }
838
839 if (This->changed.primitive_type)
840 {
841 This->wineD3DDevice->updateStateBlock->changed.primitive_type = TRUE;
842 This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
843 }
844
845 if (This->changed.indices) {
846 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->IndexFmt);
847 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
848 }
849
850 if (This->changed.vertexDecl) {
851 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
852 }
853
854 if (This->changed.material ) {
855 IWineD3DDevice_SetMaterial(pDevice, &This->material);
856 }
857
858 if (This->changed.viewport) {
859 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
860 }
861
862 if (This->changed.scissorRect) {
863 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
864 }
865
866 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
867 map = This->changed.streamSource;
868 for (i = 0; map; map >>= 1, ++i)
869 {
870 if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
871 }
872
873 map = This->changed.streamFreq;
874 for (i = 0; map; map >>= 1, ++i)
875 {
876 if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
877 }
878
879 map = This->changed.textures;
880 for (i = 0; map; map >>= 1, ++i)
881 {
882 if (!(map & 1)) continue;
883
884 if (i < MAX_FRAGMENT_SAMPLERS) IWineD3DDevice_SetTexture(pDevice, i, This->textures[i]);
885 else IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS,
886 This->textures[i]);
887 }
888
889 map = This->changed.clipplane;
890 for (i = 0; map; map >>= 1, ++i)
891 {
892 float clip[4];
893
894 if (!(map & 1)) continue;
895
896 clip[0] = This->clipplane[i][0];
897 clip[1] = This->clipplane[i][1];
898 clip[2] = This->clipplane[i][2];
899 clip[3] = This->clipplane[i][3];
900 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
901 }
902 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
903 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
904 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
905 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
906 This->vertexShaderConstantF + i * 4, 1);
907 }
908 for (i = 0; i < MAX_CONST_I; i++) {
909 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
910 This->vertexShaderConstantI + i * 4, 1);
911 }
912 for (i = 0; i < MAX_CONST_B; i++) {
913 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
914 This->vertexShaderConstantB + i, 1);
915 }
916
917 apply_lights(pDevice, This);
918
919 for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
920 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
921 }
922 for(j = 0; j < MAX_TEXTURES; j++) {
923 for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
924 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
925 This->textureState[j][SavedVertexStates_T[i]]);
926 }
927 }
928
929 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
930 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
931 IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
932 This->samplerState[j][SavedVertexStates_S[i]]);
933 }
934 }
935 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
936 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
937 IWineD3DDevice_SetSamplerState(pDevice,
938 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
939 SavedVertexStates_S[i],
940 This->samplerState[j][SavedVertexStates_S[i]]);
941 }
942 }
943 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
944 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
945 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
946 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
947 This->pixelShaderConstantF + i * 4, 1);
948 }
949 for (i = 0; i < MAX_CONST_I; i++) {
950 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
951 This->pixelShaderConstantI + i * 4, 1);
952 }
953 for (i = 0; i < MAX_CONST_B; i++) {
954 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
955 This->pixelShaderConstantB + i, 1);
956 }
957
958 for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
959 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
960 }
961 for(j = 0; j < MAX_TEXTURES; j++) {
962 for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
963 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
964 This->textureState[j][SavedPixelStates_T[i]]);
965 }
966 }
967
968 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
969 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
970 IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
971 This->samplerState[j][SavedPixelStates_S[i]]);
972 }
973 }
974 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
975 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
976 IWineD3DDevice_SetSamplerState(pDevice,
977 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
978 SavedPixelStates_S[i],
979 This->samplerState[j][SavedPixelStates_S[i]]);
980 }
981 }
982 } else if(This->blockType == WINED3DSBT_ALL) {
983 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
984 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
985 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
986 This->vertexShaderConstantF + i * 4, 1);
987 }
988 for (i = 0; i < MAX_CONST_I; i++) {
989 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
990 This->vertexShaderConstantI + i * 4, 1);
991 }
992 for (i = 0; i < MAX_CONST_B; i++) {
993 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
994 This->vertexShaderConstantB + i, 1);
995 }
996
997 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
998 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
999 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
1000 This->pixelShaderConstantF + i * 4, 1);
1001 }
1002 for (i = 0; i < MAX_CONST_I; i++) {
1003 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
1004 This->pixelShaderConstantI + i * 4, 1);
1005 }
1006 for (i = 0; i < MAX_CONST_B; i++) {
1007 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
1008 This->pixelShaderConstantB + i, 1);
1009 }
1010
1011 apply_lights(pDevice, This);
1012
1013 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
1014 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
1015 }
1016 for(j = 0; j < MAX_TEXTURES; j++) {
1017 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
1018 {
1019 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
1020 }
1021 }
1022
1023 /* Skip unused values between TEXTURE8 and WORLD0 ? */
1024 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
1025 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
1026 }
1027 This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
1028 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->IndexFmt);
1029 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
1030 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
1031 IWineD3DDevice_SetMaterial(pDevice, &This->material);
1032 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
1033 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
1034
1035 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
1036 for (i=0; i<MAX_STREAMS; i++) {
1037 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
1038 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
1039 }
1040 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
1041 UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
1042
1043 IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
1044 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; ++i)
1045 {
1046 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
1047 }
1048 }
1049 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
1050 float clip[4];
1051
1052 clip[0] = This->clipplane[i][0];
1053 clip[1] = This->clipplane[i][1];
1054 clip[2] = This->clipplane[i][2];
1055 clip[3] = This->clipplane[i][3];
1056 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1057 }
1058 }
1059
1060 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1061 for(j = 0; j < MAX_TEXTURES - 1; j++) {
1062 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1063 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
1064 break;
1065 }
1066 }
1067 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1068
1069 return WINED3D_OK;
1070 }
1071
1072 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1073 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1074 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
1075 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
1076 union {
1077 WINED3DLINEPATTERN lp;
1078 DWORD d;
1079 } lp;
1080 union {
1081 float f;
1082 DWORD d;
1083 } tmpfloat;
1084 unsigned int i;
1085 IWineD3DSwapChain *swapchain;
1086 IWineD3DSurface *backbuffer;
1087 HRESULT hr;
1088
1089 /* Note this may have a large overhead but it should only be executed
1090 once, in order to initialize the complete state of the device and
1091 all opengl equivalents */
1092 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1093 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1094 This->blockType = WINED3DSBT_INIT;
1095
1096 /* Set some of the defaults for lights, transforms etc */
1097 memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1098 memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1099 for (i = 0; i < 256; ++i) {
1100 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1101 }
1102
1103 TRACE("Render states\n");
1104 /* Render states: */
1105 if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1106 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1107 } else {
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1109 }
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1111 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1112 lp.lp.wRepeatFactor = 0;
1113 lp.lp.wLinePattern = 0;
1114 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1115 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1116 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1117 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1118 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1119 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1120 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1121 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1122 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1123 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1124 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1125 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1126 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1127 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1130 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1131 tmpfloat.f = 0.0f;
1132 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1133 tmpfloat.f = 1.0f;
1134 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1135 tmpfloat.f = 1.0f;
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1139 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1141 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1142 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1144 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1147 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1148 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1150 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1151 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1152 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1153 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1154 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1155 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1156 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1157 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1158 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1159 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1160 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1161 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1163 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1164 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1165 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1166 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1167 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1168 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1169 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1170 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1171 tmpfloat.f = 1.0f;
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1173 tmpfloat.f = ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion < 9 ? 0.0f : 1.0f;
1174 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1176 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1177 tmpfloat.f = 1.0f;
1178 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1179 tmpfloat.f = 0.0f;
1180 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1181 tmpfloat.f = 0.0f;
1182 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1183 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1184 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1185 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1186 tmpfloat.f = 1.0f;
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1188 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1189 tmpfloat.f = GL_LIMITS(pointsize);
1190 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1191 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1192 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1193 tmpfloat.f = 0.0f;
1194 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1195 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1196 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1197 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1198 /* states new in d3d9 */
1199 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1200 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1201 tmpfloat.f = 1.0f;
1202 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1203 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1204 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1205 tmpfloat.f = 0.0f;
1206 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1207 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1208 tmpfloat.f = 1.0f;
1209 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1210 tmpfloat.f = 0.0f;
1211 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1212 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1213 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1214 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1215 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1216 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1217 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1218 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1219 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1220 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1221 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1222 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1223 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1224 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1225 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1226 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1227 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1228 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1229 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1230 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1231 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1232 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1233 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1234 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1235 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1236
1237 /* clipping status */
1238 This->clip_status.ClipUnion = 0;
1239 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1240
1241 /* Texture Stage States - Put directly into state block, we will call function below */
1242 for (i = 0; i < MAX_TEXTURES; i++) {
1243 TRACE("Setting up default texture states for texture Stage %d\n", i);
1244 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1245 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1246 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1247 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1248 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1249 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1250 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1251 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
1252 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
1253 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
1254 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
1255 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1256 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
1257 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
1258 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1259 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1260 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1261 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1262 }
1263 This->lowest_disabled_stage = 1;
1264
1265 /* Sampler states*/
1266 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1267 TRACE("Setting up default samplers states for sampler %d\n", i);
1268 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1269 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1270 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1271 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1272 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1273 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1274 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1275 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1276 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1277 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1278 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1279 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1280 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1281 }
1282
1283 for(i = 0; i < GL_LIMITS(textures); i++) {
1284 /* Note: This avoids calling SetTexture, so pretend it has been called */
1285 This->changed.textures |= 1 << i;
1286 This->textures[i] = NULL;
1287 }
1288
1289 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1290 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1291 if( hr == WINED3D_OK && swapchain != NULL) {
1292 WINED3DVIEWPORT vp;
1293
1294 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1295 if (SUCCEEDED(hr) && backbuffer)
1296 {
1297 WINED3DSURFACE_DESC desc;
1298 RECT scissorrect;
1299
1300 IWineD3DSurface_GetDesc(backbuffer, &desc);
1301 IWineD3DSurface_Release(backbuffer);
1302
1303 /* Set the default scissor rect values */
1304 scissorrect.left = 0;
1305 scissorrect.right = desc.width;
1306 scissorrect.top = 0;
1307 scissorrect.bottom = desc.height;
1308 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1309 if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
1310 }
1311
1312 /* Set the default viewport */
1313 vp.X = 0;
1314 vp.Y = 0;
1315 vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1316 vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1317 vp.MinZ = 0.0f;
1318 vp.MaxZ = 1.0f;
1319 IWineD3DDevice_SetViewport(device, &vp);
1320
1321 IWineD3DSwapChain_Release(swapchain);
1322 }
1323
1324 TRACE("-----------------------> Device defaults now set up...\n");
1325 return WINED3D_OK;
1326 }
1327
1328 /**********************************************************
1329 * IWineD3DStateBlock VTbl follows
1330 **********************************************************/
1331
1332 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1333 {
1334 /* IUnknown */
1335 IWineD3DStateBlockImpl_QueryInterface,
1336 IWineD3DStateBlockImpl_AddRef,
1337 IWineD3DStateBlockImpl_Release,
1338 /* IWineD3DStateBlock */
1339 IWineD3DStateBlockImpl_GetParent,
1340 IWineD3DStateBlockImpl_GetDevice,
1341 IWineD3DStateBlockImpl_Capture,
1342 IWineD3DStateBlockImpl_Apply,
1343 IWineD3DStateBlockImpl_InitStartupStateBlock
1344 };