2 * state block implementation
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
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.
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.
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
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
29 static const DWORD pixel_states_render
[] =
31 WINED3D_RS_ALPHABLENDENABLE
,
34 WINED3D_RS_ALPHATESTENABLE
,
35 WINED3D_RS_ANTIALIASEDLINEENABLE
,
36 WINED3D_RS_BLENDFACTOR
,
38 WINED3D_RS_BLENDOPALPHA
,
39 WINED3D_RS_BACK_STENCILFAIL
,
40 WINED3D_RS_BACK_STENCILPASS
,
41 WINED3D_RS_BACK_STENCILZFAIL
,
42 WINED3D_RS_COLORWRITEENABLE
,
43 WINED3D_RS_COLORWRITEENABLE1
,
44 WINED3D_RS_COLORWRITEENABLE2
,
45 WINED3D_RS_COLORWRITEENABLE3
,
48 WINED3D_RS_DESTBLENDALPHA
,
49 WINED3D_RS_DITHERENABLE
,
51 WINED3D_RS_FOGDENSITY
,
55 WINED3D_RS_SCISSORTESTENABLE
,
56 WINED3D_RS_SEPARATEALPHABLENDENABLE
,
58 WINED3D_RS_SLOPESCALEDEPTHBIAS
,
60 WINED3D_RS_SRCBLENDALPHA
,
61 WINED3D_RS_SRGBWRITEENABLE
,
62 WINED3D_RS_STENCILENABLE
,
63 WINED3D_RS_STENCILFAIL
,
64 WINED3D_RS_STENCILFUNC
,
65 WINED3D_RS_STENCILMASK
,
66 WINED3D_RS_STENCILPASS
,
67 WINED3D_RS_STENCILREF
,
68 WINED3D_RS_STENCILWRITEMASK
,
69 WINED3D_RS_STENCILZFAIL
,
70 WINED3D_RS_TEXTUREFACTOR
,
71 WINED3D_RS_TWOSIDEDSTENCILMODE
,
90 WINED3D_RS_ZWRITEENABLE
,
93 static const DWORD pixel_states_texture
[] =
95 WINED3D_TSS_ALPHA_ARG0
,
96 WINED3D_TSS_ALPHA_ARG1
,
97 WINED3D_TSS_ALPHA_ARG2
,
99 WINED3D_TSS_BUMPENV_LOFFSET
,
100 WINED3D_TSS_BUMPENV_LSCALE
,
101 WINED3D_TSS_BUMPENV_MAT00
,
102 WINED3D_TSS_BUMPENV_MAT01
,
103 WINED3D_TSS_BUMPENV_MAT10
,
104 WINED3D_TSS_BUMPENV_MAT11
,
105 WINED3D_TSS_COLOR_ARG0
,
106 WINED3D_TSS_COLOR_ARG1
,
107 WINED3D_TSS_COLOR_ARG2
,
108 WINED3D_TSS_COLOR_OP
,
109 WINED3D_TSS_RESULT_ARG
,
110 WINED3D_TSS_TEXCOORD_INDEX
,
111 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
,
114 static const DWORD pixel_states_sampler
[] =
116 WINED3D_SAMP_ADDRESS_U
,
117 WINED3D_SAMP_ADDRESS_V
,
118 WINED3D_SAMP_ADDRESS_W
,
119 WINED3D_SAMP_BORDER_COLOR
,
120 WINED3D_SAMP_MAG_FILTER
,
121 WINED3D_SAMP_MIN_FILTER
,
122 WINED3D_SAMP_MIP_FILTER
,
123 WINED3D_SAMP_MIPMAP_LOD_BIAS
,
124 WINED3D_SAMP_MAX_MIP_LEVEL
,
125 WINED3D_SAMP_MAX_ANISOTROPY
,
126 WINED3D_SAMP_SRGB_TEXTURE
,
127 WINED3D_SAMP_ELEMENT_INDEX
,
130 static const DWORD vertex_states_render
[] =
132 WINED3D_RS_ADAPTIVETESS_W
,
133 WINED3D_RS_ADAPTIVETESS_X
,
134 WINED3D_RS_ADAPTIVETESS_Y
,
135 WINED3D_RS_ADAPTIVETESS_Z
,
137 WINED3D_RS_AMBIENTMATERIALSOURCE
,
139 WINED3D_RS_CLIPPLANEENABLE
,
140 WINED3D_RS_COLORVERTEX
,
142 WINED3D_RS_DIFFUSEMATERIALSOURCE
,
143 WINED3D_RS_EMISSIVEMATERIALSOURCE
,
144 WINED3D_RS_ENABLEADAPTIVETESSELLATION
,
146 WINED3D_RS_FOGDENSITY
,
147 WINED3D_RS_FOGENABLE
,
150 WINED3D_RS_FOGTABLEMODE
,
151 WINED3D_RS_FOGVERTEXMODE
,
152 WINED3D_RS_INDEXEDVERTEXBLENDENABLE
,
154 WINED3D_RS_LOCALVIEWER
,
155 WINED3D_RS_MAXTESSELLATIONLEVEL
,
156 WINED3D_RS_MINTESSELLATIONLEVEL
,
157 WINED3D_RS_MULTISAMPLEANTIALIAS
,
158 WINED3D_RS_MULTISAMPLEMASK
,
159 WINED3D_RS_NORMALDEGREE
,
160 WINED3D_RS_NORMALIZENORMALS
,
161 WINED3D_RS_PATCHEDGESTYLE
,
162 WINED3D_RS_POINTSCALE_A
,
163 WINED3D_RS_POINTSCALE_B
,
164 WINED3D_RS_POINTSCALE_C
,
165 WINED3D_RS_POINTSCALEENABLE
,
166 WINED3D_RS_POINTSIZE
,
167 WINED3D_RS_POINTSIZE_MAX
,
168 WINED3D_RS_POINTSIZE_MIN
,
169 WINED3D_RS_POINTSPRITEENABLE
,
170 WINED3D_RS_POSITIONDEGREE
,
171 WINED3D_RS_RANGEFOGENABLE
,
172 WINED3D_RS_SHADEMODE
,
173 WINED3D_RS_SPECULARENABLE
,
174 WINED3D_RS_SPECULARMATERIALSOURCE
,
175 WINED3D_RS_TWEENFACTOR
,
176 WINED3D_RS_VERTEXBLEND
,
179 static const DWORD vertex_states_texture
[] =
181 WINED3D_TSS_TEXCOORD_INDEX
,
182 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
,
185 static const DWORD vertex_states_sampler
[] =
187 WINED3D_SAMP_DMAP_OFFSET
,
190 static inline void stateblock_set_bits(DWORD
*map
, UINT map_size
)
192 DWORD mask
= (1u << (map_size
& 0x1f)) - 1;
193 memset(map
, 0xff, (map_size
>> 5) * sizeof(*map
));
194 if (mask
) map
[map_size
>> 5] = mask
;
197 /* Set all members of a stateblock savedstate to the given value */
198 static void stateblock_savedstates_set_all(struct wined3d_saved_states
*states
, DWORD vs_consts
, DWORD ps_consts
)
204 states
->material
= 1;
205 states
->viewport
= 1;
206 states
->vertexDecl
= 1;
207 states
->pixelShader
= 1;
208 states
->vertexShader
= 1;
209 states
->scissorRect
= 1;
211 /* Fixed size arrays */
212 states
->streamSource
= 0xffff;
213 states
->streamFreq
= 0xffff;
214 states
->textures
= 0xfffff;
215 stateblock_set_bits(states
->transform
, HIGHEST_TRANSFORMSTATE
+ 1);
216 stateblock_set_bits(states
->renderState
, WINEHIGHEST_RENDER_STATE
+ 1);
217 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = 0x3ffff;
218 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = 0x3ffe;
219 states
->clipplane
= 0xffffffff;
220 states
->pixelShaderConstantsB
= 0xffff;
221 states
->pixelShaderConstantsI
= 0xffff;
222 states
->vertexShaderConstantsB
= 0xffff;
223 states
->vertexShaderConstantsI
= 0xffff;
225 /* Dynamically sized arrays */
226 memset(states
->ps_consts_f
, TRUE
, sizeof(BOOL
) * ps_consts
);
227 memset(states
->vs_consts_f
, TRUE
, sizeof(BOOL
) * vs_consts
);
230 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states
*states
, const DWORD num_constants
)
232 DWORD texture_mask
= 0;
233 WORD sampler_mask
= 0;
236 states
->pixelShader
= 1;
238 for (i
= 0; i
< sizeof(pixel_states_render
) / sizeof(*pixel_states_render
); ++i
)
240 DWORD rs
= pixel_states_render
[i
];
241 states
->renderState
[rs
>> 5] |= 1u << (rs
& 0x1f);
244 for (i
= 0; i
< sizeof(pixel_states_texture
) / sizeof(*pixel_states_texture
); ++i
)
245 texture_mask
|= 1u << pixel_states_texture
[i
];
246 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
247 for (i
= 0; i
< sizeof(pixel_states_sampler
) / sizeof(*pixel_states_sampler
); ++i
)
248 sampler_mask
|= 1u << pixel_states_sampler
[i
];
249 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
250 states
->pixelShaderConstantsB
= 0xffff;
251 states
->pixelShaderConstantsI
= 0xffff;
253 memset(states
->ps_consts_f
, TRUE
, sizeof(BOOL
) * num_constants
);
256 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states
*states
, const DWORD num_constants
)
258 DWORD texture_mask
= 0;
259 WORD sampler_mask
= 0;
262 states
->vertexDecl
= 1;
263 states
->vertexShader
= 1;
265 for (i
= 0; i
< sizeof(vertex_states_render
) / sizeof(*vertex_states_render
); ++i
)
267 DWORD rs
= vertex_states_render
[i
];
268 states
->renderState
[rs
>> 5] |= 1u << (rs
& 0x1f);
271 for (i
= 0; i
< sizeof(vertex_states_texture
) / sizeof(*vertex_states_texture
); ++i
)
272 texture_mask
|= 1u << vertex_states_texture
[i
];
273 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
274 for (i
= 0; i
< sizeof(vertex_states_sampler
) / sizeof(*vertex_states_sampler
); ++i
)
275 sampler_mask
|= 1u << vertex_states_sampler
[i
];
276 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
277 states
->vertexShaderConstantsB
= 0xffff;
278 states
->vertexShaderConstantsI
= 0xffff;
280 memset(states
->vs_consts_f
, TRUE
, sizeof(BOOL
) * num_constants
);
283 void stateblock_init_contained_states(struct wined3d_stateblock
*stateblock
)
285 const struct wined3d_d3d_info
*d3d_info
= &stateblock
->device
->adapter
->d3d_info
;
288 for (i
= 0; i
<= WINEHIGHEST_RENDER_STATE
>> 5; ++i
)
290 DWORD map
= stateblock
->changed
.renderState
[i
];
291 for (j
= 0; map
; map
>>= 1, ++j
)
293 if (!(map
& 1)) continue;
295 stateblock
->contained_render_states
[stateblock
->num_contained_render_states
] = (i
<< 5) | j
;
296 ++stateblock
->num_contained_render_states
;
300 for (i
= 0; i
<= HIGHEST_TRANSFORMSTATE
>> 5; ++i
)
302 DWORD map
= stateblock
->changed
.transform
[i
];
303 for (j
= 0; map
; map
>>= 1, ++j
)
305 if (!(map
& 1)) continue;
307 stateblock
->contained_transform_states
[stateblock
->num_contained_transform_states
] = (i
<< 5) | j
;
308 ++stateblock
->num_contained_transform_states
;
312 for (i
= 0; i
< d3d_info
->limits
.vs_uniform_count
; ++i
)
314 if (stateblock
->changed
.vs_consts_f
[i
])
316 stateblock
->contained_vs_consts_f
[stateblock
->num_contained_vs_consts_f
] = i
;
317 ++stateblock
->num_contained_vs_consts_f
;
321 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
323 if (stateblock
->changed
.vertexShaderConstantsI
& (1u << i
))
325 stateblock
->contained_vs_consts_i
[stateblock
->num_contained_vs_consts_i
] = i
;
326 ++stateblock
->num_contained_vs_consts_i
;
330 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
332 if (stateblock
->changed
.vertexShaderConstantsB
& (1u << i
))
334 stateblock
->contained_vs_consts_b
[stateblock
->num_contained_vs_consts_b
] = i
;
335 ++stateblock
->num_contained_vs_consts_b
;
339 for (i
= 0; i
< d3d_info
->limits
.ps_uniform_count
; ++i
)
341 if (stateblock
->changed
.ps_consts_f
[i
])
343 stateblock
->contained_ps_consts_f
[stateblock
->num_contained_ps_consts_f
] = i
;
344 ++stateblock
->num_contained_ps_consts_f
;
348 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
350 if (stateblock
->changed
.pixelShaderConstantsI
& (1u << i
))
352 stateblock
->contained_ps_consts_i
[stateblock
->num_contained_ps_consts_i
] = i
;
353 ++stateblock
->num_contained_ps_consts_i
;
357 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
359 if (stateblock
->changed
.pixelShaderConstantsB
& (1u << i
))
361 stateblock
->contained_ps_consts_b
[stateblock
->num_contained_ps_consts_b
] = i
;
362 ++stateblock
->num_contained_ps_consts_b
;
366 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
368 DWORD map
= stateblock
->changed
.textureState
[i
];
370 for(j
= 0; map
; map
>>= 1, ++j
)
372 if (!(map
& 1)) continue;
374 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].stage
= i
;
375 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].state
= j
;
376 ++stateblock
->num_contained_tss_states
;
380 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
382 DWORD map
= stateblock
->changed
.samplerState
[i
];
384 for (j
= 0; map
; map
>>= 1, ++j
)
386 if (!(map
& 1)) continue;
388 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].stage
= i
;
389 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].state
= j
;
390 ++stateblock
->num_contained_sampler_states
;
395 static void stateblock_init_lights(struct wined3d_stateblock
*stateblock
, struct list
*light_map
)
399 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
401 const struct wined3d_light_info
*src_light
;
403 LIST_FOR_EACH_ENTRY(src_light
, &light_map
[i
], struct wined3d_light_info
, entry
)
405 struct wined3d_light_info
*dst_light
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light
));
407 *dst_light
= *src_light
;
408 list_add_tail(&stateblock
->state
.light_map
[i
], &dst_light
->entry
);
413 ULONG CDECL
wined3d_stateblock_incref(struct wined3d_stateblock
*stateblock
)
415 ULONG refcount
= InterlockedIncrement(&stateblock
->ref
);
417 TRACE("%p increasing refcount to %u.\n", stateblock
, refcount
);
422 void state_unbind_resources(struct wined3d_state
*state
)
424 struct wined3d_unordered_access_view
*uav
;
425 struct wined3d_shader_resource_view
*srv
;
426 struct wined3d_vertex_declaration
*decl
;
427 struct wined3d_sampler
*sampler
;
428 struct wined3d_texture
*texture
;
429 struct wined3d_buffer
*buffer
;
430 struct wined3d_shader
*shader
;
433 if ((decl
= state
->vertex_declaration
))
435 state
->vertex_declaration
= NULL
;
436 wined3d_vertex_declaration_decref(decl
);
439 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
441 if ((texture
= state
->textures
[i
]))
443 state
->textures
[i
] = NULL
;
444 wined3d_texture_decref(texture
);
448 for (i
= 0; i
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++i
)
450 if ((buffer
= state
->stream_output
[i
].buffer
))
452 state
->stream_output
[i
].buffer
= NULL
;
453 wined3d_buffer_decref(buffer
);
457 for (i
= 0; i
< MAX_STREAMS
; ++i
)
459 if ((buffer
= state
->streams
[i
].buffer
))
461 state
->streams
[i
].buffer
= NULL
;
462 wined3d_buffer_decref(buffer
);
466 if ((buffer
= state
->index_buffer
))
468 state
->index_buffer
= NULL
;
469 wined3d_buffer_decref(buffer
);
472 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
474 if ((shader
= state
->shader
[i
]))
476 state
->shader
[i
] = NULL
;
477 wined3d_shader_decref(shader
);
480 for (j
= 0; j
< MAX_CONSTANT_BUFFERS
; ++j
)
482 if ((buffer
= state
->cb
[i
][j
]))
484 state
->cb
[i
][j
] = NULL
;
485 wined3d_buffer_decref(buffer
);
489 for (j
= 0; j
< MAX_SAMPLER_OBJECTS
; ++j
)
491 if ((sampler
= state
->sampler
[i
][j
]))
493 state
->sampler
[i
][j
] = NULL
;
494 wined3d_sampler_decref(sampler
);
498 for (j
= 0; j
< MAX_SHADER_RESOURCE_VIEWS
; ++j
)
500 if ((srv
= state
->shader_resource_view
[i
][j
]))
502 state
->shader_resource_view
[i
][j
] = NULL
;
503 wined3d_shader_resource_view_decref(srv
);
508 for (i
= 0; i
< WINED3D_PIPELINE_COUNT
; ++i
)
510 for (j
= 0; j
< MAX_UNORDERED_ACCESS_VIEWS
; ++j
)
512 if ((uav
= state
->unordered_access_view
[i
][j
]))
514 state
->unordered_access_view
[i
][j
] = NULL
;
515 wined3d_unordered_access_view_decref(uav
);
521 void state_cleanup(struct wined3d_state
*state
)
523 unsigned int counter
;
525 if (!(state
->flags
& WINED3D_STATE_NO_REF
))
526 state_unbind_resources(state
);
528 for (counter
= 0; counter
< MAX_ACTIVE_LIGHTS
; ++counter
)
530 state
->lights
[counter
] = NULL
;
533 for (counter
= 0; counter
< LIGHTMAP_SIZE
; ++counter
)
535 struct list
*e1
, *e2
;
536 LIST_FOR_EACH_SAFE(e1
, e2
, &state
->light_map
[counter
])
538 struct wined3d_light_info
*light
= LIST_ENTRY(e1
, struct wined3d_light_info
, entry
);
539 list_remove(&light
->entry
);
540 HeapFree(GetProcessHeap(), 0, light
);
545 ULONG CDECL
wined3d_stateblock_decref(struct wined3d_stateblock
*stateblock
)
547 ULONG refcount
= InterlockedDecrement(&stateblock
->ref
);
549 TRACE("%p decreasing refcount to %u\n", stateblock
, refcount
);
553 state_cleanup(&stateblock
->state
);
554 HeapFree(GetProcessHeap(), 0, stateblock
);
560 struct wined3d_light_info
*wined3d_state_get_light(const struct wined3d_state
*state
, unsigned int idx
)
562 struct wined3d_light_info
*light_info
;
563 unsigned int hash_idx
;
565 hash_idx
= LIGHTMAP_HASHFUNC(idx
);
566 LIST_FOR_EACH_ENTRY(light_info
, &state
->light_map
[hash_idx
], struct wined3d_light_info
, entry
)
568 if (light_info
->OriginalIndex
== idx
)
575 void wined3d_state_enable_light(struct wined3d_state
*state
, const struct wined3d_d3d_info
*d3d_info
,
576 struct wined3d_light_info
*light_info
, BOOL enable
)
578 unsigned int light_count
, i
;
580 if (!(light_info
->enabled
= enable
))
582 if (light_info
->glIndex
== -1)
584 TRACE("Light already disabled, nothing to do.\n");
588 state
->lights
[light_info
->glIndex
] = NULL
;
589 light_info
->glIndex
= -1;
593 if (light_info
->glIndex
!= -1)
595 TRACE("Light already enabled, nothing to do.\n");
599 /* Find a free light. */
600 light_count
= d3d_info
->limits
.active_light_count
;
601 for (i
= 0; i
< light_count
; ++i
)
603 if (state
->lights
[i
])
606 state
->lights
[i
] = light_info
;
607 light_info
->glIndex
= i
;
611 /* Our tests show that Windows returns D3D_OK in this situation, even with
612 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices.
613 * This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns
614 * TRUE * as well for those lights.
616 * TODO: Test how this affects rendering. */
617 WARN("Too many concurrently active lights.\n");
620 static void wined3d_state_record_lights(struct wined3d_state
*dst_state
, const struct wined3d_state
*src_state
)
624 /* Lights... For a recorded state block, we just had a chain of actions
625 * to perform, so we need to walk that chain and update any actions which
627 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
630 LIST_FOR_EACH(e
, &dst_state
->light_map
[i
])
632 BOOL updated
= FALSE
;
633 struct wined3d_light_info
*src
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
), *realLight
;
635 /* Look up the light in the destination */
636 LIST_FOR_EACH(f
, &src_state
->light_map
[i
])
638 realLight
= LIST_ENTRY(f
, struct wined3d_light_info
, entry
);
639 if (realLight
->OriginalIndex
== src
->OriginalIndex
)
641 src
->OriginalParms
= realLight
->OriginalParms
;
643 if (realLight
->glIndex
== -1 && src
->glIndex
!= -1)
646 dst_state
->lights
[src
->glIndex
] = NULL
;
648 else if (realLight
->glIndex
!= -1 && src
->glIndex
== -1)
651 dst_state
->lights
[realLight
->glIndex
] = src
;
653 src
->glIndex
= realLight
->glIndex
;
661 /* This can happen if the light was originally created as a
662 * default light for SetLightEnable() while recording. */
663 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
664 src
->OriginalIndex
, dst_state
, src_state
);
666 src
->OriginalParms
= WINED3D_default_light
;
667 if (src
->glIndex
!= -1)
669 dst_state
->lights
[src
->glIndex
] = NULL
;
677 void CDECL
wined3d_stateblock_capture(struct wined3d_stateblock
*stateblock
)
679 const struct wined3d_state
*src_state
= &stateblock
->device
->state
;
683 TRACE("stateblock %p.\n", stateblock
);
685 TRACE("Capturing state %p.\n", src_state
);
687 if (stateblock
->changed
.vertexShader
&& stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
]
688 != src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
690 TRACE("Updating vertex shader from %p to %p\n",
691 stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
],
692 src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]);
694 if (src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
695 wined3d_shader_incref(src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]);
696 if (stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
])
697 wined3d_shader_decref(stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
]);
698 stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
] = src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
701 /* Vertex shader float constants. */
702 for (i
= 0; i
< stateblock
->num_contained_vs_consts_f
; ++i
)
704 unsigned int idx
= stateblock
->contained_vs_consts_f
[i
];
706 TRACE("Setting vs_consts_f[%u] to %s.\n", idx
, debug_vec4(&src_state
->vs_consts_f
[idx
]));
708 stateblock
->state
.vs_consts_f
[idx
] = src_state
->vs_consts_f
[idx
];
711 /* Vertex shader integer constants. */
712 for (i
= 0; i
< stateblock
->num_contained_vs_consts_i
; ++i
)
714 unsigned int idx
= stateblock
->contained_vs_consts_i
[i
];
716 TRACE("Setting vs_consts[%u] to %s.\n", idx
, debug_ivec4(&src_state
->vs_consts_i
[idx
]));
718 stateblock
->state
.vs_consts_i
[idx
] = src_state
->vs_consts_i
[idx
];
721 /* Vertex shader boolean constants. */
722 for (i
= 0; i
< stateblock
->num_contained_vs_consts_b
; ++i
)
724 unsigned int idx
= stateblock
->contained_vs_consts_b
[i
];
726 TRACE("Setting vs_consts_b[%u] to %s.\n",
727 idx
, src_state
->vs_consts_b
[idx
] ? "TRUE" : "FALSE");
729 stateblock
->state
.vs_consts_b
[idx
] = src_state
->vs_consts_b
[idx
];
732 /* Pixel shader float constants. */
733 for (i
= 0; i
< stateblock
->num_contained_ps_consts_f
; ++i
)
735 unsigned int idx
= stateblock
->contained_ps_consts_f
[i
];
737 TRACE("Setting ps_consts_f[%u] to %s.\n", idx
, debug_vec4(&src_state
->ps_consts_f
[idx
]));
739 stateblock
->state
.ps_consts_f
[idx
] = src_state
->ps_consts_f
[idx
];
742 /* Pixel shader integer constants. */
743 for (i
= 0; i
< stateblock
->num_contained_ps_consts_i
; ++i
)
745 unsigned int idx
= stateblock
->contained_ps_consts_i
[i
];
747 TRACE("Setting ps_consts_i[%u] to %s.\n", idx
, debug_ivec4(&src_state
->ps_consts_i
[idx
]));
749 stateblock
->state
.ps_consts_i
[idx
] = src_state
->ps_consts_i
[idx
];
752 /* Pixel shader boolean constants. */
753 for (i
= 0; i
< stateblock
->num_contained_ps_consts_b
; ++i
)
755 unsigned int idx
= stateblock
->contained_ps_consts_b
[i
];
756 TRACE("Setting ps_consts_b[%u] to %s.\n",
757 idx
, src_state
->ps_consts_b
[idx
] ? "TRUE" : "FALSE");
759 stateblock
->state
.ps_consts_b
[idx
] = src_state
->ps_consts_b
[idx
];
762 /* Others + Render & Texture */
763 for (i
= 0; i
< stateblock
->num_contained_transform_states
; ++i
)
765 enum wined3d_transform_state transform
= stateblock
->contained_transform_states
[i
];
767 TRACE("Updating transform %#x.\n", transform
);
769 stateblock
->state
.transforms
[transform
] = src_state
->transforms
[transform
];
772 if (stateblock
->changed
.indices
773 && ((stateblock
->state
.index_buffer
!= src_state
->index_buffer
)
774 || (stateblock
->state
.base_vertex_index
!= src_state
->base_vertex_index
)
775 || (stateblock
->state
.index_format
!= src_state
->index_format
)
776 || (stateblock
->state
.index_offset
!= src_state
->index_offset
)))
778 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
779 src_state
->index_buffer
, src_state
->base_vertex_index
);
781 if (src_state
->index_buffer
)
782 wined3d_buffer_incref(src_state
->index_buffer
);
783 if (stateblock
->state
.index_buffer
)
784 wined3d_buffer_decref(stateblock
->state
.index_buffer
);
785 stateblock
->state
.index_buffer
= src_state
->index_buffer
;
786 stateblock
->state
.base_vertex_index
= src_state
->base_vertex_index
;
787 stateblock
->state
.index_format
= src_state
->index_format
;
788 stateblock
->state
.index_offset
= src_state
->index_offset
;
791 if (stateblock
->changed
.vertexDecl
&& stateblock
->state
.vertex_declaration
!= src_state
->vertex_declaration
)
793 TRACE("Updating vertex declaration from %p to %p.\n",
794 stateblock
->state
.vertex_declaration
, src_state
->vertex_declaration
);
796 if (src_state
->vertex_declaration
)
797 wined3d_vertex_declaration_incref(src_state
->vertex_declaration
);
798 if (stateblock
->state
.vertex_declaration
)
799 wined3d_vertex_declaration_decref(stateblock
->state
.vertex_declaration
);
800 stateblock
->state
.vertex_declaration
= src_state
->vertex_declaration
;
803 if (stateblock
->changed
.material
804 && memcmp(&src_state
->material
, &stateblock
->state
.material
, sizeof(stateblock
->state
.material
)))
806 TRACE("Updating material.\n");
808 stateblock
->state
.material
= src_state
->material
;
811 if (stateblock
->changed
.viewport
812 && memcmp(&src_state
->viewport
, &stateblock
->state
.viewport
, sizeof(stateblock
->state
.viewport
)))
814 TRACE("Updating viewport.\n");
816 stateblock
->state
.viewport
= src_state
->viewport
;
819 if (stateblock
->changed
.scissorRect
&& memcmp(&src_state
->scissor_rect
,
820 &stateblock
->state
.scissor_rect
, sizeof(stateblock
->state
.scissor_rect
)))
822 TRACE("Updating scissor rect.\n");
824 stateblock
->state
.scissor_rect
= src_state
->scissor_rect
;
827 map
= stateblock
->changed
.streamSource
;
828 for (i
= 0; map
; map
>>= 1, ++i
)
830 if (!(map
& 1)) continue;
832 if (stateblock
->state
.streams
[i
].stride
!= src_state
->streams
[i
].stride
833 || stateblock
->state
.streams
[i
].buffer
!= src_state
->streams
[i
].buffer
)
835 TRACE("Updating stream source %u to %p, stride to %u.\n",
836 i
, src_state
->streams
[i
].buffer
,
837 src_state
->streams
[i
].stride
);
839 stateblock
->state
.streams
[i
].stride
= src_state
->streams
[i
].stride
;
840 if (src_state
->streams
[i
].buffer
)
841 wined3d_buffer_incref(src_state
->streams
[i
].buffer
);
842 if (stateblock
->state
.streams
[i
].buffer
)
843 wined3d_buffer_decref(stateblock
->state
.streams
[i
].buffer
);
844 stateblock
->state
.streams
[i
].buffer
= src_state
->streams
[i
].buffer
;
848 map
= stateblock
->changed
.streamFreq
;
849 for (i
= 0; map
; map
>>= 1, ++i
)
851 if (!(map
& 1)) continue;
853 if (stateblock
->state
.streams
[i
].frequency
!= src_state
->streams
[i
].frequency
854 || stateblock
->state
.streams
[i
].flags
!= src_state
->streams
[i
].flags
)
856 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
857 i
, src_state
->streams
[i
].frequency
, src_state
->streams
[i
].flags
);
859 stateblock
->state
.streams
[i
].frequency
= src_state
->streams
[i
].frequency
;
860 stateblock
->state
.streams
[i
].flags
= src_state
->streams
[i
].flags
;
864 map
= stateblock
->changed
.clipplane
;
865 for (i
= 0; map
; map
>>= 1, ++i
)
867 if (!(map
& 1)) continue;
869 if (memcmp(&stateblock
->state
.clip_planes
[i
], &src_state
->clip_planes
[i
], sizeof(src_state
->clip_planes
[i
])))
871 TRACE("Updating clipplane %u.\n", i
);
872 stateblock
->state
.clip_planes
[i
] = src_state
->clip_planes
[i
];
877 for (i
= 0; i
< stateblock
->num_contained_render_states
; ++i
)
879 enum wined3d_render_state rs
= stateblock
->contained_render_states
[i
];
881 TRACE("Updating render state %#x to %u.\n", rs
, src_state
->render_states
[rs
]);
883 stateblock
->state
.render_states
[rs
] = src_state
->render_states
[rs
];
887 for (i
= 0; i
< stateblock
->num_contained_tss_states
; ++i
)
889 DWORD stage
= stateblock
->contained_tss_states
[i
].stage
;
890 DWORD state
= stateblock
->contained_tss_states
[i
].state
;
892 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage
, state
,
893 src_state
->texture_states
[stage
][state
], stateblock
->state
.texture_states
[stage
][state
]);
895 stateblock
->state
.texture_states
[stage
][state
] = src_state
->texture_states
[stage
][state
];
899 map
= stateblock
->changed
.textures
;
900 for (i
= 0; map
; map
>>= 1, ++i
)
902 if (!(map
& 1)) continue;
904 TRACE("Updating texture %u to %p (was %p).\n",
905 i
, src_state
->textures
[i
], stateblock
->state
.textures
[i
]);
907 if (src_state
->textures
[i
])
908 wined3d_texture_incref(src_state
->textures
[i
]);
909 if (stateblock
->state
.textures
[i
])
910 wined3d_texture_decref(stateblock
->state
.textures
[i
]);
911 stateblock
->state
.textures
[i
] = src_state
->textures
[i
];
914 for (i
= 0; i
< stateblock
->num_contained_sampler_states
; ++i
)
916 DWORD stage
= stateblock
->contained_sampler_states
[i
].stage
;
917 DWORD state
= stateblock
->contained_sampler_states
[i
].state
;
919 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage
, state
,
920 src_state
->sampler_states
[stage
][state
], stateblock
->state
.sampler_states
[stage
][state
]);
922 stateblock
->state
.sampler_states
[stage
][state
] = src_state
->sampler_states
[stage
][state
];
925 if (stateblock
->changed
.pixelShader
&& stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
]
926 != src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
])
928 if (src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
])
929 wined3d_shader_incref(src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]);
930 if (stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
])
931 wined3d_shader_decref(stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
]);
932 stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
] = src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
935 wined3d_state_record_lights(&stateblock
->state
, src_state
);
937 TRACE("Capture done.\n");
940 static void apply_lights(struct wined3d_device
*device
, const struct wined3d_state
*state
)
944 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
948 LIST_FOR_EACH(e
, &state
->light_map
[i
])
950 const struct wined3d_light_info
*light
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
952 wined3d_device_set_light(device
, light
->OriginalIndex
, &light
->OriginalParms
);
953 wined3d_device_set_light_enable(device
, light
->OriginalIndex
, light
->glIndex
!= -1);
958 void CDECL
wined3d_stateblock_apply(const struct wined3d_stateblock
*stateblock
)
960 struct wined3d_device
*device
= stateblock
->device
;
964 TRACE("Applying stateblock %p to device %p.\n", stateblock
, device
);
966 if (stateblock
->changed
.vertexShader
)
967 wined3d_device_set_vertex_shader(device
, stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
]);
969 /* Vertex Shader Constants. */
970 for (i
= 0; i
< stateblock
->num_contained_vs_consts_f
; ++i
)
972 wined3d_device_set_vs_consts_f(device
, stateblock
->contained_vs_consts_f
[i
],
973 1, &stateblock
->state
.vs_consts_f
[stateblock
->contained_vs_consts_f
[i
]]);
975 for (i
= 0; i
< stateblock
->num_contained_vs_consts_i
; ++i
)
977 wined3d_device_set_vs_consts_i(device
, stateblock
->contained_vs_consts_i
[i
],
978 1, &stateblock
->state
.vs_consts_i
[stateblock
->contained_vs_consts_i
[i
]]);
980 for (i
= 0; i
< stateblock
->num_contained_vs_consts_b
; ++i
)
982 wined3d_device_set_vs_consts_b(device
, stateblock
->contained_vs_consts_b
[i
],
983 1, &stateblock
->state
.vs_consts_b
[stateblock
->contained_vs_consts_b
[i
]]);
986 apply_lights(device
, &stateblock
->state
);
988 if (stateblock
->changed
.pixelShader
)
989 wined3d_device_set_pixel_shader(device
, stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
]);
991 /* Pixel Shader Constants. */
992 for (i
= 0; i
< stateblock
->num_contained_ps_consts_f
; ++i
)
994 wined3d_device_set_ps_consts_f(device
, stateblock
->contained_ps_consts_f
[i
],
995 1, &stateblock
->state
.ps_consts_f
[stateblock
->contained_ps_consts_f
[i
]]);
997 for (i
= 0; i
< stateblock
->num_contained_ps_consts_i
; ++i
)
999 wined3d_device_set_ps_consts_i(device
, stateblock
->contained_ps_consts_i
[i
],
1000 1, &stateblock
->state
.ps_consts_i
[stateblock
->contained_ps_consts_i
[i
]]);
1002 for (i
= 0; i
< stateblock
->num_contained_ps_consts_b
; ++i
)
1004 wined3d_device_set_ps_consts_b(device
, stateblock
->contained_ps_consts_b
[i
],
1005 1, &stateblock
->state
.ps_consts_b
[stateblock
->contained_ps_consts_b
[i
]]);
1008 /* Render states. */
1009 for (i
= 0; i
< stateblock
->num_contained_render_states
; ++i
)
1011 wined3d_device_set_render_state(device
, stateblock
->contained_render_states
[i
],
1012 stateblock
->state
.render_states
[stateblock
->contained_render_states
[i
]]);
1015 /* Texture states. */
1016 for (i
= 0; i
< stateblock
->num_contained_tss_states
; ++i
)
1018 DWORD stage
= stateblock
->contained_tss_states
[i
].stage
;
1019 DWORD state
= stateblock
->contained_tss_states
[i
].state
;
1021 wined3d_device_set_texture_stage_state(device
, stage
, state
, stateblock
->state
.texture_states
[stage
][state
]);
1024 /* Sampler states. */
1025 for (i
= 0; i
< stateblock
->num_contained_sampler_states
; ++i
)
1027 DWORD stage
= stateblock
->contained_sampler_states
[i
].stage
;
1028 DWORD state
= stateblock
->contained_sampler_states
[i
].state
;
1029 DWORD value
= stateblock
->state
.sampler_states
[stage
][state
];
1031 if (stage
>= MAX_FRAGMENT_SAMPLERS
) stage
+= WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
;
1032 wined3d_device_set_sampler_state(device
, stage
, state
, value
);
1035 /* Transform states. */
1036 for (i
= 0; i
< stateblock
->num_contained_transform_states
; ++i
)
1038 wined3d_device_set_transform(device
, stateblock
->contained_transform_states
[i
],
1039 &stateblock
->state
.transforms
[stateblock
->contained_transform_states
[i
]]);
1042 if (stateblock
->changed
.indices
)
1044 wined3d_device_set_index_buffer(device
, stateblock
->state
.index_buffer
,
1045 stateblock
->state
.index_format
, stateblock
->state
.index_offset
);
1046 wined3d_device_set_base_vertex_index(device
, stateblock
->state
.base_vertex_index
);
1049 if (stateblock
->changed
.vertexDecl
&& stateblock
->state
.vertex_declaration
)
1050 wined3d_device_set_vertex_declaration(device
, stateblock
->state
.vertex_declaration
);
1052 if (stateblock
->changed
.material
)
1053 wined3d_device_set_material(device
, &stateblock
->state
.material
);
1055 if (stateblock
->changed
.viewport
)
1056 wined3d_device_set_viewport(device
, &stateblock
->state
.viewport
);
1058 if (stateblock
->changed
.scissorRect
)
1059 wined3d_device_set_scissor_rect(device
, &stateblock
->state
.scissor_rect
);
1061 map
= stateblock
->changed
.streamSource
;
1062 for (i
= 0; map
; map
>>= 1, ++i
)
1065 wined3d_device_set_stream_source(device
, i
,
1066 stateblock
->state
.streams
[i
].buffer
,
1067 0, stateblock
->state
.streams
[i
].stride
);
1070 map
= stateblock
->changed
.streamFreq
;
1071 for (i
= 0; map
; map
>>= 1, ++i
)
1074 wined3d_device_set_stream_source_freq(device
, i
,
1075 stateblock
->state
.streams
[i
].frequency
| stateblock
->state
.streams
[i
].flags
);
1078 map
= stateblock
->changed
.textures
;
1079 for (i
= 0; map
; map
>>= 1, ++i
)
1083 if (!(map
& 1)) continue;
1085 stage
= i
< MAX_FRAGMENT_SAMPLERS
? i
: WINED3DVERTEXTEXTURESAMPLER0
+ i
- MAX_FRAGMENT_SAMPLERS
;
1086 wined3d_device_set_texture(device
, stage
, stateblock
->state
.textures
[i
]);
1089 map
= stateblock
->changed
.clipplane
;
1090 for (i
= 0; map
; map
>>= 1, ++i
)
1092 if (!(map
& 1)) continue;
1094 wined3d_device_set_clip_plane(device
, i
, &stateblock
->state
.clip_planes
[i
]);
1097 TRACE("Applied stateblock %p.\n", stateblock
);
1100 static void state_init_default(struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
)
1104 struct wined3d_line_pattern lp
;
1112 struct wined3d_matrix identity
;
1114 TRACE("state %p, gl_info %p.\n", state
, gl_info
);
1116 get_identity_matrix(&identity
);
1117 state
->gl_primitive_type
= ~0u;
1118 state
->gl_patch_vertices
= 0;
1120 /* Set some of the defaults for lights, transforms etc */
1121 state
->transforms
[WINED3D_TS_PROJECTION
] = identity
;
1122 state
->transforms
[WINED3D_TS_VIEW
] = identity
;
1123 for (i
= 0; i
< 256; ++i
)
1125 state
->transforms
[WINED3D_TS_WORLD_MATRIX(i
)] = identity
;
1128 TRACE("Render states\n");
1129 /* Render states: */
1130 state
->render_states
[WINED3D_RS_ZENABLE
] = WINED3D_ZB_TRUE
;
1131 state
->render_states
[WINED3D_RS_FILLMODE
] = WINED3D_FILL_SOLID
;
1132 state
->render_states
[WINED3D_RS_SHADEMODE
] = WINED3D_SHADE_GOURAUD
;
1133 lp
.lp
.repeat_factor
= 0;
1134 lp
.lp
.line_pattern
= 0;
1135 state
->render_states
[WINED3D_RS_LINEPATTERN
] = lp
.d
;
1136 state
->render_states
[WINED3D_RS_ZWRITEENABLE
] = TRUE
;
1137 state
->render_states
[WINED3D_RS_ALPHATESTENABLE
] = FALSE
;
1138 state
->render_states
[WINED3D_RS_LASTPIXEL
] = TRUE
;
1139 state
->render_states
[WINED3D_RS_SRCBLEND
] = WINED3D_BLEND_ONE
;
1140 state
->render_states
[WINED3D_RS_DESTBLEND
] = WINED3D_BLEND_ZERO
;
1141 state
->render_states
[WINED3D_RS_CULLMODE
] = WINED3D_CULL_BACK
;
1142 state
->render_states
[WINED3D_RS_ZFUNC
] = WINED3D_CMP_LESSEQUAL
;
1143 state
->render_states
[WINED3D_RS_ALPHAFUNC
] = WINED3D_CMP_ALWAYS
;
1144 state
->render_states
[WINED3D_RS_ALPHAREF
] = 0;
1145 state
->render_states
[WINED3D_RS_DITHERENABLE
] = FALSE
;
1146 state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] = FALSE
;
1147 state
->render_states
[WINED3D_RS_FOGENABLE
] = FALSE
;
1148 state
->render_states
[WINED3D_RS_SPECULARENABLE
] = FALSE
;
1149 state
->render_states
[WINED3D_RS_ZVISIBLE
] = 0;
1150 state
->render_states
[WINED3D_RS_FOGCOLOR
] = 0;
1151 state
->render_states
[WINED3D_RS_FOGTABLEMODE
] = WINED3D_FOG_NONE
;
1153 state
->render_states
[WINED3D_RS_FOGSTART
] = tmpfloat
.d
;
1155 state
->render_states
[WINED3D_RS_FOGEND
] = tmpfloat
.d
;
1157 state
->render_states
[WINED3D_RS_FOGDENSITY
] = tmpfloat
.d
;
1158 state
->render_states
[WINED3D_RS_EDGEANTIALIAS
] = FALSE
;
1159 state
->render_states
[WINED3D_RS_RANGEFOGENABLE
] = FALSE
;
1160 state
->render_states
[WINED3D_RS_STENCILENABLE
] = FALSE
;
1161 state
->render_states
[WINED3D_RS_STENCILFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1162 state
->render_states
[WINED3D_RS_STENCILZFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1163 state
->render_states
[WINED3D_RS_STENCILPASS
] = WINED3D_STENCIL_OP_KEEP
;
1164 state
->render_states
[WINED3D_RS_STENCILREF
] = 0;
1165 state
->render_states
[WINED3D_RS_STENCILMASK
] = 0xffffffff;
1166 state
->render_states
[WINED3D_RS_STENCILFUNC
] = WINED3D_CMP_ALWAYS
;
1167 state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] = 0xffffffff;
1168 state
->render_states
[WINED3D_RS_TEXTUREFACTOR
] = 0xffffffff;
1169 state
->render_states
[WINED3D_RS_WRAP0
] = 0;
1170 state
->render_states
[WINED3D_RS_WRAP1
] = 0;
1171 state
->render_states
[WINED3D_RS_WRAP2
] = 0;
1172 state
->render_states
[WINED3D_RS_WRAP3
] = 0;
1173 state
->render_states
[WINED3D_RS_WRAP4
] = 0;
1174 state
->render_states
[WINED3D_RS_WRAP5
] = 0;
1175 state
->render_states
[WINED3D_RS_WRAP6
] = 0;
1176 state
->render_states
[WINED3D_RS_WRAP7
] = 0;
1177 state
->render_states
[WINED3D_RS_CLIPPING
] = TRUE
;
1178 state
->render_states
[WINED3D_RS_LIGHTING
] = TRUE
;
1179 state
->render_states
[WINED3D_RS_AMBIENT
] = 0;
1180 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] = WINED3D_FOG_NONE
;
1181 state
->render_states
[WINED3D_RS_COLORVERTEX
] = TRUE
;
1182 state
->render_states
[WINED3D_RS_LOCALVIEWER
] = TRUE
;
1183 state
->render_states
[WINED3D_RS_NORMALIZENORMALS
] = FALSE
;
1184 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] = WINED3D_MCS_COLOR1
;
1185 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] = WINED3D_MCS_COLOR2
;
1186 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] = WINED3D_MCS_MATERIAL
;
1187 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] = WINED3D_MCS_MATERIAL
;
1188 state
->render_states
[WINED3D_RS_VERTEXBLEND
] = WINED3D_VBF_DISABLE
;
1189 state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] = 0;
1190 state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
] = FALSE
;
1192 state
->render_states
[WINED3D_RS_POINTSIZE
] = tmpfloat
.d
;
1194 state
->render_states
[WINED3D_RS_POINTSIZE_MIN
] = tmpfloat
.d
;
1195 state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] = FALSE
;
1196 state
->render_states
[WINED3D_RS_POINTSCALEENABLE
] = FALSE
;
1198 state
->render_states
[WINED3D_RS_POINTSCALE_A
] = tmpfloat
.d
;
1200 state
->render_states
[WINED3D_RS_POINTSCALE_B
] = tmpfloat
.d
;
1202 state
->render_states
[WINED3D_RS_POINTSCALE_C
] = tmpfloat
.d
;
1203 state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
] = TRUE
;
1204 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] = 0xffffffff;
1205 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] = WINED3D_PATCH_EDGE_DISCRETE
;
1207 state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] = tmpfloat
.d
;
1208 state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
] = 0xbaadcafe;
1209 tmpfloat
.f
= gl_info
->limits
.pointsize_max
;
1210 state
->render_states
[WINED3D_RS_POINTSIZE_MAX
] = tmpfloat
.d
;
1211 state
->render_states
[WINED3D_RS_INDEXEDVERTEXBLENDENABLE
] = FALSE
;
1212 state
->render_states
[WINED3D_RS_COLORWRITEENABLE
] = 0x0000000f;
1214 state
->render_states
[WINED3D_RS_TWEENFACTOR
] = tmpfloat
.d
;
1215 state
->render_states
[WINED3D_RS_BLENDOP
] = WINED3D_BLEND_OP_ADD
;
1216 state
->render_states
[WINED3D_RS_POSITIONDEGREE
] = WINED3D_DEGREE_CUBIC
;
1217 state
->render_states
[WINED3D_RS_NORMALDEGREE
] = WINED3D_DEGREE_LINEAR
;
1218 /* states new in d3d9 */
1219 state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
] = FALSE
;
1220 state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
] = 0;
1222 state
->render_states
[WINED3D_RS_MINTESSELLATIONLEVEL
] = tmpfloat
.d
;
1223 state
->render_states
[WINED3D_RS_MAXTESSELLATIONLEVEL
] = tmpfloat
.d
;
1224 state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
] = FALSE
;
1226 state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] = tmpfloat
.d
;
1227 state
->render_states
[WINED3D_RS_ADAPTIVETESS_Y
] = tmpfloat
.d
;
1229 state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
] = tmpfloat
.d
;
1231 state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
] = tmpfloat
.d
;
1232 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
] = FALSE
;
1233 state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
] = FALSE
;
1234 state
->render_states
[WINED3D_RS_BACK_STENCILFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1235 state
->render_states
[WINED3D_RS_BACK_STENCILZFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1236 state
->render_states
[WINED3D_RS_BACK_STENCILPASS
] = WINED3D_STENCIL_OP_KEEP
;
1237 state
->render_states
[WINED3D_RS_BACK_STENCILFUNC
] = WINED3D_CMP_ALWAYS
;
1238 state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
] = 0x0000000f;
1239 state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
] = 0x0000000f;
1240 state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
] = 0x0000000f;
1241 state
->render_states
[WINED3D_RS_BLENDFACTOR
] = 0xffffffff;
1242 state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
] = 0;
1243 state
->render_states
[WINED3D_RS_DEPTHBIAS
] = 0;
1244 state
->render_states
[WINED3D_RS_WRAP8
] = 0;
1245 state
->render_states
[WINED3D_RS_WRAP9
] = 0;
1246 state
->render_states
[WINED3D_RS_WRAP10
] = 0;
1247 state
->render_states
[WINED3D_RS_WRAP11
] = 0;
1248 state
->render_states
[WINED3D_RS_WRAP12
] = 0;
1249 state
->render_states
[WINED3D_RS_WRAP13
] = 0;
1250 state
->render_states
[WINED3D_RS_WRAP14
] = 0;
1251 state
->render_states
[WINED3D_RS_WRAP15
] = 0;
1252 state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
] = FALSE
;
1253 state
->render_states
[WINED3D_RS_SRCBLENDALPHA
] = WINED3D_BLEND_ONE
;
1254 state
->render_states
[WINED3D_RS_DESTBLENDALPHA
] = WINED3D_BLEND_ZERO
;
1255 state
->render_states
[WINED3D_RS_BLENDOPALPHA
] = WINED3D_BLEND_OP_ADD
;
1257 /* Texture Stage States - Put directly into state block, we will call function below */
1258 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1260 TRACE("Setting up default texture states for texture Stage %u.\n", i
);
1261 state
->transforms
[WINED3D_TS_TEXTURE0
+ i
] = identity
;
1262 state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] = i
? WINED3D_TOP_DISABLE
: WINED3D_TOP_MODULATE
;
1263 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] = WINED3DTA_TEXTURE
;
1264 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] = WINED3DTA_CURRENT
;
1265 state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
] = i
? WINED3D_TOP_DISABLE
: WINED3D_TOP_SELECT_ARG1
;
1266 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] = WINED3DTA_TEXTURE
;
1267 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] = WINED3DTA_CURRENT
;
1268 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
] = 0;
1269 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT01
] = 0;
1270 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT10
] = 0;
1271 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT11
] = 0;
1272 state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] = i
;
1273 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
] = 0;
1274 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
] = 0;
1275 state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
] = WINED3D_TTFF_DISABLE
;
1276 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] = WINED3DTA_CURRENT
;
1277 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] = WINED3DTA_CURRENT
;
1278 state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] = WINED3DTA_CURRENT
;
1281 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1283 TRACE("Setting up default samplers states for sampler %u.\n", i
);
1284 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_U
] = WINED3D_TADDRESS_WRAP
;
1285 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_V
] = WINED3D_TADDRESS_WRAP
;
1286 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_W
] = WINED3D_TADDRESS_WRAP
;
1287 state
->sampler_states
[i
][WINED3D_SAMP_BORDER_COLOR
] = 0;
1288 state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] = WINED3D_TEXF_POINT
;
1289 state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] = WINED3D_TEXF_POINT
;
1290 state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] = WINED3D_TEXF_NONE
;
1291 state
->sampler_states
[i
][WINED3D_SAMP_MIPMAP_LOD_BIAS
] = 0;
1292 state
->sampler_states
[i
][WINED3D_SAMP_MAX_MIP_LEVEL
] = 0;
1293 state
->sampler_states
[i
][WINED3D_SAMP_MAX_ANISOTROPY
] = 1;
1294 state
->sampler_states
[i
][WINED3D_SAMP_SRGB_TEXTURE
] = 0;
1295 /* TODO: Indicates which element of a multielement texture to use. */
1296 state
->sampler_states
[i
][WINED3D_SAMP_ELEMENT_INDEX
] = 0;
1297 /* TODO: Vertex offset in the presampled displacement map. */
1298 state
->sampler_states
[i
][WINED3D_SAMP_DMAP_OFFSET
] = 0;
1302 void state_init(struct wined3d_state
*state
, struct wined3d_fb_state
*fb
,
1303 const struct wined3d_gl_info
*gl_info
, const struct wined3d_d3d_info
*d3d_info
,
1308 state
->flags
= flags
;
1311 for (i
= 0; i
< LIGHTMAP_SIZE
; i
++)
1313 list_init(&state
->light_map
[i
]);
1316 if (flags
& WINED3D_STATE_INIT_DEFAULT
)
1317 state_init_default(state
, gl_info
);
1320 static HRESULT
stateblock_init(struct wined3d_stateblock
*stateblock
,
1321 struct wined3d_device
*device
, enum wined3d_stateblock_type type
)
1323 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
1325 stateblock
->ref
= 1;
1326 stateblock
->device
= device
;
1327 state_init(&stateblock
->state
, NULL
, &device
->adapter
->gl_info
, d3d_info
, 0);
1329 if (type
== WINED3D_SBT_RECORDED
)
1332 TRACE("Updating changed flags appropriate for type %#x.\n", type
);
1336 case WINED3D_SBT_ALL
:
1337 stateblock_init_lights(stateblock
, device
->state
.light_map
);
1338 stateblock_savedstates_set_all(&stateblock
->changed
,
1339 d3d_info
->limits
.vs_uniform_count
, d3d_info
->limits
.ps_uniform_count
);
1342 case WINED3D_SBT_PIXEL_STATE
:
1343 stateblock_savedstates_set_pixel(&stateblock
->changed
,
1344 d3d_info
->limits
.ps_uniform_count
);
1347 case WINED3D_SBT_VERTEX_STATE
:
1348 stateblock_init_lights(stateblock
, device
->state
.light_map
);
1349 stateblock_savedstates_set_vertex(&stateblock
->changed
,
1350 d3d_info
->limits
.vs_uniform_count
);
1354 FIXME("Unrecognized state block type %#x.\n", type
);
1358 stateblock_init_contained_states(stateblock
);
1359 wined3d_stateblock_capture(stateblock
);
1364 HRESULT CDECL
wined3d_stateblock_create(struct wined3d_device
*device
,
1365 enum wined3d_stateblock_type type
, struct wined3d_stateblock
**stateblock
)
1367 struct wined3d_stateblock
*object
;
1370 TRACE("device %p, type %#x, stateblock %p.\n",
1371 device
, type
, stateblock
);
1373 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1375 return E_OUTOFMEMORY
;
1377 hr
= stateblock_init(object
, device
, type
);
1380 WARN("Failed to initialize stateblock, hr %#x.\n", hr
);
1381 HeapFree(GetProcessHeap(), 0, object
);
1385 TRACE("Created stateblock %p.\n", object
);
1386 *stateblock
= object
;