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_CCW_STENCILFAIL
,
40 WINED3D_RS_CCW_STENCILPASS
,
41 WINED3D_RS_CCW_STENCILZFAIL
,
42 WINED3D_RS_COLORWRITEENABLE
,
43 WINED3D_RS_COLORWRITEENABLE1
,
44 WINED3D_RS_COLORWRITEENABLE2
,
45 WINED3D_RS_COLORWRITEENABLE3
,
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 /* Allocates the correct amount of space for pixel and vertex shader constants,
191 * along with their set/changed flags on the given stateblock object
193 static HRESULT
stateblock_allocate_shader_constants(struct wined3d_stateblock
*object
)
195 const struct wined3d_d3d_info
*d3d_info
= &object
->device
->adapter
->d3d_info
;
197 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
198 sizeof(BOOL
) * d3d_info
->limits
.ps_uniform_count
);
199 if (!object
->changed
.pixelShaderConstantsF
) goto fail
;
201 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
202 sizeof(BOOL
) * d3d_info
->limits
.vs_uniform_count
);
203 if (!object
->changed
.vertexShaderConstantsF
) goto fail
;
205 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0,
206 sizeof(DWORD
) * d3d_info
->limits
.vs_uniform_count
);
207 if (!object
->contained_vs_consts_f
) goto fail
;
209 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0,
210 sizeof(DWORD
) * d3d_info
->limits
.ps_uniform_count
);
211 if (!object
->contained_ps_consts_f
) goto fail
;
216 ERR("Failed to allocate memory\n");
217 HeapFree(GetProcessHeap(), 0, object
->changed
.pixelShaderConstantsF
);
218 HeapFree(GetProcessHeap(), 0, object
->changed
.vertexShaderConstantsF
);
219 HeapFree(GetProcessHeap(), 0, object
->contained_vs_consts_f
);
220 HeapFree(GetProcessHeap(), 0, object
->contained_ps_consts_f
);
221 return E_OUTOFMEMORY
;
224 static inline void stateblock_set_bits(DWORD
*map
, UINT map_size
)
226 DWORD mask
= (1u << (map_size
& 0x1f)) - 1;
227 memset(map
, 0xff, (map_size
>> 5) * sizeof(*map
));
228 if (mask
) map
[map_size
>> 5] = mask
;
231 /* Set all members of a stateblock savedstate to the given value */
232 static void stateblock_savedstates_set_all(struct wined3d_saved_states
*states
, DWORD vs_consts
, DWORD ps_consts
)
237 states
->primitive_type
= 1;
239 states
->material
= 1;
240 states
->viewport
= 1;
241 states
->vertexDecl
= 1;
242 states
->pixelShader
= 1;
243 states
->vertexShader
= 1;
244 states
->scissorRect
= 1;
246 /* Fixed size arrays */
247 states
->streamSource
= 0xffff;
248 states
->streamFreq
= 0xffff;
249 states
->textures
= 0xfffff;
250 stateblock_set_bits(states
->transform
, HIGHEST_TRANSFORMSTATE
+ 1);
251 stateblock_set_bits(states
->renderState
, WINEHIGHEST_RENDER_STATE
+ 1);
252 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = 0x3ffff;
253 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = 0x3ffe;
254 states
->clipplane
= 0xffffffff;
255 states
->pixelShaderConstantsB
= 0xffff;
256 states
->pixelShaderConstantsI
= 0xffff;
257 states
->vertexShaderConstantsB
= 0xffff;
258 states
->vertexShaderConstantsI
= 0xffff;
260 /* Dynamically sized arrays */
261 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * ps_consts
);
262 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * vs_consts
);
265 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states
*states
, const DWORD num_constants
)
267 DWORD texture_mask
= 0;
268 WORD sampler_mask
= 0;
271 states
->pixelShader
= 1;
273 for (i
= 0; i
< sizeof(pixel_states_render
) / sizeof(*pixel_states_render
); ++i
)
275 DWORD rs
= pixel_states_render
[i
];
276 states
->renderState
[rs
>> 5] |= 1u << (rs
& 0x1f);
279 for (i
= 0; i
< sizeof(pixel_states_texture
) / sizeof(*pixel_states_texture
); ++i
)
280 texture_mask
|= 1u << pixel_states_texture
[i
];
281 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
282 for (i
= 0; i
< sizeof(pixel_states_sampler
) / sizeof(*pixel_states_sampler
); ++i
)
283 sampler_mask
|= 1u << pixel_states_sampler
[i
];
284 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
285 states
->pixelShaderConstantsB
= 0xffff;
286 states
->pixelShaderConstantsI
= 0xffff;
288 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
291 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states
*states
, const DWORD num_constants
)
293 DWORD texture_mask
= 0;
294 WORD sampler_mask
= 0;
297 states
->vertexDecl
= 1;
298 states
->vertexShader
= 1;
300 for (i
= 0; i
< sizeof(vertex_states_render
) / sizeof(*vertex_states_render
); ++i
)
302 DWORD rs
= vertex_states_render
[i
];
303 states
->renderState
[rs
>> 5] |= 1u << (rs
& 0x1f);
306 for (i
= 0; i
< sizeof(vertex_states_texture
) / sizeof(*vertex_states_texture
); ++i
)
307 texture_mask
|= 1u << vertex_states_texture
[i
];
308 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
309 for (i
= 0; i
< sizeof(vertex_states_sampler
) / sizeof(*vertex_states_sampler
); ++i
)
310 sampler_mask
|= 1u << vertex_states_sampler
[i
];
311 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
312 states
->vertexShaderConstantsB
= 0xffff;
313 states
->vertexShaderConstantsI
= 0xffff;
315 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
318 void stateblock_init_contained_states(struct wined3d_stateblock
*stateblock
)
320 const struct wined3d_d3d_info
*d3d_info
= &stateblock
->device
->adapter
->d3d_info
;
323 for (i
= 0; i
<= WINEHIGHEST_RENDER_STATE
>> 5; ++i
)
325 DWORD map
= stateblock
->changed
.renderState
[i
];
326 for (j
= 0; map
; map
>>= 1, ++j
)
328 if (!(map
& 1)) continue;
330 stateblock
->contained_render_states
[stateblock
->num_contained_render_states
] = (i
<< 5) | j
;
331 ++stateblock
->num_contained_render_states
;
335 for (i
= 0; i
<= HIGHEST_TRANSFORMSTATE
>> 5; ++i
)
337 DWORD map
= stateblock
->changed
.transform
[i
];
338 for (j
= 0; map
; map
>>= 1, ++j
)
340 if (!(map
& 1)) continue;
342 stateblock
->contained_transform_states
[stateblock
->num_contained_transform_states
] = (i
<< 5) | j
;
343 ++stateblock
->num_contained_transform_states
;
347 for (i
= 0; i
< d3d_info
->limits
.vs_uniform_count
; ++i
)
349 if (stateblock
->changed
.vertexShaderConstantsF
[i
])
351 stateblock
->contained_vs_consts_f
[stateblock
->num_contained_vs_consts_f
] = i
;
352 ++stateblock
->num_contained_vs_consts_f
;
356 for (i
= 0; i
< MAX_CONST_I
; ++i
)
358 if (stateblock
->changed
.vertexShaderConstantsI
& (1u << i
))
360 stateblock
->contained_vs_consts_i
[stateblock
->num_contained_vs_consts_i
] = i
;
361 ++stateblock
->num_contained_vs_consts_i
;
365 for (i
= 0; i
< MAX_CONST_B
; ++i
)
367 if (stateblock
->changed
.vertexShaderConstantsB
& (1u << i
))
369 stateblock
->contained_vs_consts_b
[stateblock
->num_contained_vs_consts_b
] = i
;
370 ++stateblock
->num_contained_vs_consts_b
;
374 for (i
= 0; i
< d3d_info
->limits
.ps_uniform_count
; ++i
)
376 if (stateblock
->changed
.pixelShaderConstantsF
[i
])
378 stateblock
->contained_ps_consts_f
[stateblock
->num_contained_ps_consts_f
] = i
;
379 ++stateblock
->num_contained_ps_consts_f
;
383 for (i
= 0; i
< MAX_CONST_I
; ++i
)
385 if (stateblock
->changed
.pixelShaderConstantsI
& (1u << i
))
387 stateblock
->contained_ps_consts_i
[stateblock
->num_contained_ps_consts_i
] = i
;
388 ++stateblock
->num_contained_ps_consts_i
;
392 for (i
= 0; i
< MAX_CONST_B
; ++i
)
394 if (stateblock
->changed
.pixelShaderConstantsB
& (1u << i
))
396 stateblock
->contained_ps_consts_b
[stateblock
->num_contained_ps_consts_b
] = i
;
397 ++stateblock
->num_contained_ps_consts_b
;
401 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
403 DWORD map
= stateblock
->changed
.textureState
[i
];
405 for(j
= 0; map
; map
>>= 1, ++j
)
407 if (!(map
& 1)) continue;
409 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].stage
= i
;
410 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].state
= j
;
411 ++stateblock
->num_contained_tss_states
;
415 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
417 DWORD map
= stateblock
->changed
.samplerState
[i
];
419 for (j
= 0; map
; map
>>= 1, ++j
)
421 if (!(map
& 1)) continue;
423 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].stage
= i
;
424 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].state
= j
;
425 ++stateblock
->num_contained_sampler_states
;
430 static void stateblock_init_lights(struct wined3d_stateblock
*stateblock
, struct list
*light_map
)
434 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
436 const struct wined3d_light_info
*src_light
;
438 LIST_FOR_EACH_ENTRY(src_light
, &light_map
[i
], struct wined3d_light_info
, entry
)
440 struct wined3d_light_info
*dst_light
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light
));
442 *dst_light
= *src_light
;
443 list_add_tail(&stateblock
->state
.light_map
[i
], &dst_light
->entry
);
448 ULONG CDECL
wined3d_stateblock_incref(struct wined3d_stateblock
*stateblock
)
450 ULONG refcount
= InterlockedIncrement(&stateblock
->ref
);
452 TRACE("%p increasing refcount to %u.\n", stateblock
, refcount
);
457 void state_unbind_resources(struct wined3d_state
*state
)
459 struct wined3d_shader_resource_view
*srv
;
460 struct wined3d_vertex_declaration
*decl
;
461 struct wined3d_sampler
*sampler
;
462 struct wined3d_texture
*texture
;
463 struct wined3d_buffer
*buffer
;
464 struct wined3d_shader
*shader
;
465 #if defined(STAGING_CSMT)
466 struct wined3d_rendertarget_view
*view
;
467 #endif /* STAGING_CSMT */
470 if ((decl
= state
->vertex_declaration
))
472 state
->vertex_declaration
= NULL
;
473 wined3d_vertex_declaration_decref(decl
);
476 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
478 if ((texture
= state
->textures
[i
]))
480 state
->textures
[i
] = NULL
;
481 wined3d_texture_decref(texture
);
485 for (i
= 0; i
< MAX_STREAM_OUT
; ++i
)
487 if ((buffer
= state
->stream_output
[i
].buffer
))
489 state
->stream_output
[i
].buffer
= NULL
;
490 wined3d_buffer_decref(buffer
);
494 for (i
= 0; i
< MAX_STREAMS
; ++i
)
496 if ((buffer
= state
->streams
[i
].buffer
))
498 state
->streams
[i
].buffer
= NULL
;
499 wined3d_buffer_decref(buffer
);
503 if ((buffer
= state
->index_buffer
))
505 state
->index_buffer
= NULL
;
506 wined3d_buffer_decref(buffer
);
509 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
511 if ((shader
= state
->shader
[i
]))
513 state
->shader
[i
] = NULL
;
514 wined3d_shader_decref(shader
);
517 for (j
= 0; j
< MAX_CONSTANT_BUFFERS
; ++j
)
519 if ((buffer
= state
->cb
[i
][j
]))
521 state
->cb
[i
][j
] = NULL
;
522 wined3d_buffer_decref(buffer
);
526 for (j
= 0; j
< MAX_SAMPLER_OBJECTS
; ++j
)
528 if ((sampler
= state
->sampler
[i
][j
]))
530 state
->sampler
[i
][j
] = NULL
;
531 wined3d_sampler_decref(sampler
);
535 for (j
= 0; j
< MAX_SHADER_RESOURCE_VIEWS
; ++j
)
537 if ((srv
= state
->shader_resource_view
[i
][j
]))
539 state
->shader_resource_view
[i
][j
] = NULL
;
540 wined3d_shader_resource_view_decref(srv
);
544 #if defined(STAGING_CSMT)
546 if (state
->fb
.depth_stencil
)
548 view
= state
->fb
.depth_stencil
;
550 TRACE("Releasing depth/stencil buffer %p.\n", view
);
552 state
->fb
.depth_stencil
= NULL
;
553 wined3d_rendertarget_view_decref(view
);
556 if (state
->fb
.render_targets
)
558 for (i
= 0; i
< state
->fb
.rt_size
; i
++)
560 view
= state
->fb
.render_targets
[i
];
561 TRACE("Setting rendertarget %u to NULL\n", i
);
562 state
->fb
.render_targets
[i
] = NULL
;
565 TRACE("Releasing the rendertarget view at %p\n", view
);
566 wined3d_rendertarget_view_decref(view
);
570 #endif /* STAGING_CSMT */
573 void state_cleanup(struct wined3d_state
*state
)
575 unsigned int counter
;
577 if (!(state
->flags
& WINED3D_STATE_NO_REF
))
578 state_unbind_resources(state
);
580 for (counter
= 0; counter
< MAX_ACTIVE_LIGHTS
; ++counter
)
582 state
->lights
[counter
] = NULL
;
585 for (counter
= 0; counter
< LIGHTMAP_SIZE
; ++counter
)
587 struct list
*e1
, *e2
;
588 LIST_FOR_EACH_SAFE(e1
, e2
, &state
->light_map
[counter
])
590 struct wined3d_light_info
*light
= LIST_ENTRY(e1
, struct wined3d_light_info
, entry
);
591 list_remove(&light
->entry
);
592 HeapFree(GetProcessHeap(), 0, light
);
596 HeapFree(GetProcessHeap(), 0, state
->vs_consts_f
);
597 HeapFree(GetProcessHeap(), 0, state
->ps_consts_f
);
598 #if defined(STAGING_CSMT)
599 HeapFree(GetProcessHeap(), 0, state
->fb
.render_targets
);
600 #endif /* STAGING_CSMT */
603 ULONG CDECL
wined3d_stateblock_decref(struct wined3d_stateblock
*stateblock
)
605 ULONG refcount
= InterlockedDecrement(&stateblock
->ref
);
607 TRACE("%p decreasing refcount to %u\n", stateblock
, refcount
);
611 state_cleanup(&stateblock
->state
);
613 HeapFree(GetProcessHeap(), 0, stateblock
->changed
.vertexShaderConstantsF
);
614 HeapFree(GetProcessHeap(), 0, stateblock
->changed
.pixelShaderConstantsF
);
615 HeapFree(GetProcessHeap(), 0, stateblock
->contained_vs_consts_f
);
616 HeapFree(GetProcessHeap(), 0, stateblock
->contained_ps_consts_f
);
617 HeapFree(GetProcessHeap(), 0, stateblock
);
623 static void wined3d_state_record_lights(struct wined3d_state
*dst_state
, const struct wined3d_state
*src_state
)
627 /* Lights... For a recorded state block, we just had a chain of actions
628 * to perform, so we need to walk that chain and update any actions which
630 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
633 LIST_FOR_EACH(e
, &dst_state
->light_map
[i
])
635 BOOL updated
= FALSE
;
636 struct wined3d_light_info
*src
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
), *realLight
;
638 /* Look up the light in the destination */
639 LIST_FOR_EACH(f
, &src_state
->light_map
[i
])
641 realLight
= LIST_ENTRY(f
, struct wined3d_light_info
, entry
);
642 if (realLight
->OriginalIndex
== src
->OriginalIndex
)
644 src
->OriginalParms
= realLight
->OriginalParms
;
646 if (realLight
->glIndex
== -1 && src
->glIndex
!= -1)
649 dst_state
->lights
[src
->glIndex
] = NULL
;
651 else if (realLight
->glIndex
!= -1 && src
->glIndex
== -1)
654 dst_state
->lights
[realLight
->glIndex
] = src
;
656 src
->glIndex
= realLight
->glIndex
;
664 /* This can happen if the light was originally created as a
665 * default light for SetLightEnable() while recording. */
666 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
667 src
->OriginalIndex
, dst_state
, src_state
);
669 src
->OriginalParms
= WINED3D_default_light
;
670 if (src
->glIndex
!= -1)
672 dst_state
->lights
[src
->glIndex
] = NULL
;
680 void CDECL
wined3d_stateblock_capture(struct wined3d_stateblock
*stateblock
)
682 const struct wined3d_state
*src_state
= &stateblock
->device
->state
;
686 TRACE("stateblock %p.\n", stateblock
);
688 TRACE("Capturing state %p.\n", src_state
);
690 if (stateblock
->changed
.vertexShader
&& stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
]
691 != src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
693 TRACE("Updating vertex shader from %p to %p\n",
694 stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
],
695 src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]);
697 if (src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
698 wined3d_shader_incref(src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]);
699 if (stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
])
700 wined3d_shader_decref(stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
]);
701 stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
] = src_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
704 /* Vertex shader float constants. */
705 for (i
= 0; i
< stateblock
->num_contained_vs_consts_f
; ++i
)
707 unsigned int idx
= stateblock
->contained_vs_consts_f
[i
];
709 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx
,
710 src_state
->vs_consts_f
[idx
* 4 + 0],
711 src_state
->vs_consts_f
[idx
* 4 + 1],
712 src_state
->vs_consts_f
[idx
* 4 + 2],
713 src_state
->vs_consts_f
[idx
* 4 + 3]);
715 stateblock
->state
.vs_consts_f
[idx
* 4 + 0] = src_state
->vs_consts_f
[idx
* 4 + 0];
716 stateblock
->state
.vs_consts_f
[idx
* 4 + 1] = src_state
->vs_consts_f
[idx
* 4 + 1];
717 stateblock
->state
.vs_consts_f
[idx
* 4 + 2] = src_state
->vs_consts_f
[idx
* 4 + 2];
718 stateblock
->state
.vs_consts_f
[idx
* 4 + 3] = src_state
->vs_consts_f
[idx
* 4 + 3];
721 /* Vertex shader integer constants. */
722 for (i
= 0; i
< stateblock
->num_contained_vs_consts_i
; ++i
)
724 unsigned int idx
= stateblock
->contained_vs_consts_i
[i
];
726 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx
,
727 src_state
->vs_consts_i
[idx
* 4 + 0],
728 src_state
->vs_consts_i
[idx
* 4 + 1],
729 src_state
->vs_consts_i
[idx
* 4 + 2],
730 src_state
->vs_consts_i
[idx
* 4 + 3]);
732 stateblock
->state
.vs_consts_i
[idx
* 4 + 0] = src_state
->vs_consts_i
[idx
* 4 + 0];
733 stateblock
->state
.vs_consts_i
[idx
* 4 + 1] = src_state
->vs_consts_i
[idx
* 4 + 1];
734 stateblock
->state
.vs_consts_i
[idx
* 4 + 2] = src_state
->vs_consts_i
[idx
* 4 + 2];
735 stateblock
->state
.vs_consts_i
[idx
* 4 + 3] = src_state
->vs_consts_i
[idx
* 4 + 3];
738 /* Vertex shader boolean constants. */
739 for (i
= 0; i
< stateblock
->num_contained_vs_consts_b
; ++i
)
741 unsigned int idx
= stateblock
->contained_vs_consts_b
[i
];
743 TRACE("Setting vs_consts_b[%u] to %s.\n",
744 idx
, src_state
->vs_consts_b
[idx
] ? "TRUE" : "FALSE");
746 stateblock
->state
.vs_consts_b
[idx
] = src_state
->vs_consts_b
[idx
];
749 /* Pixel shader float constants. */
750 for (i
= 0; i
< stateblock
->num_contained_ps_consts_f
; ++i
)
752 unsigned int idx
= stateblock
->contained_ps_consts_f
[i
];
754 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx
,
755 src_state
->ps_consts_f
[idx
* 4 + 0],
756 src_state
->ps_consts_f
[idx
* 4 + 1],
757 src_state
->ps_consts_f
[idx
* 4 + 2],
758 src_state
->ps_consts_f
[idx
* 4 + 3]);
760 stateblock
->state
.ps_consts_f
[idx
* 4 + 0] = src_state
->ps_consts_f
[idx
* 4 + 0];
761 stateblock
->state
.ps_consts_f
[idx
* 4 + 1] = src_state
->ps_consts_f
[idx
* 4 + 1];
762 stateblock
->state
.ps_consts_f
[idx
* 4 + 2] = src_state
->ps_consts_f
[idx
* 4 + 2];
763 stateblock
->state
.ps_consts_f
[idx
* 4 + 3] = src_state
->ps_consts_f
[idx
* 4 + 3];
766 /* Pixel shader integer constants. */
767 for (i
= 0; i
< stateblock
->num_contained_ps_consts_i
; ++i
)
769 unsigned int idx
= stateblock
->contained_ps_consts_i
[i
];
770 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx
,
771 src_state
->ps_consts_i
[idx
* 4 + 0],
772 src_state
->ps_consts_i
[idx
* 4 + 1],
773 src_state
->ps_consts_i
[idx
* 4 + 2],
774 src_state
->ps_consts_i
[idx
* 4 + 3]);
776 stateblock
->state
.ps_consts_i
[idx
* 4 + 0] = src_state
->ps_consts_i
[idx
* 4 + 0];
777 stateblock
->state
.ps_consts_i
[idx
* 4 + 1] = src_state
->ps_consts_i
[idx
* 4 + 1];
778 stateblock
->state
.ps_consts_i
[idx
* 4 + 2] = src_state
->ps_consts_i
[idx
* 4 + 2];
779 stateblock
->state
.ps_consts_i
[idx
* 4 + 3] = src_state
->ps_consts_i
[idx
* 4 + 3];
782 /* Pixel shader boolean constants. */
783 for (i
= 0; i
< stateblock
->num_contained_ps_consts_b
; ++i
)
785 unsigned int idx
= stateblock
->contained_ps_consts_b
[i
];
786 TRACE("Setting ps_consts_b[%u] to %s.\n",
787 idx
, src_state
->ps_consts_b
[idx
] ? "TRUE" : "FALSE");
789 stateblock
->state
.ps_consts_b
[idx
] = src_state
->ps_consts_b
[idx
];
792 /* Others + Render & Texture */
793 for (i
= 0; i
< stateblock
->num_contained_transform_states
; ++i
)
795 enum wined3d_transform_state transform
= stateblock
->contained_transform_states
[i
];
797 TRACE("Updating transform %#x.\n", transform
);
799 stateblock
->state
.transforms
[transform
] = src_state
->transforms
[transform
];
802 if (stateblock
->changed
.primitive_type
)
803 stateblock
->state
.gl_primitive_type
= src_state
->gl_primitive_type
;
805 if (stateblock
->changed
.indices
806 && ((stateblock
->state
.index_buffer
!= src_state
->index_buffer
)
807 || (stateblock
->state
.base_vertex_index
!= src_state
->base_vertex_index
)
808 || (stateblock
->state
.index_format
!= src_state
->index_format
)))
810 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
811 src_state
->index_buffer
, src_state
->base_vertex_index
);
813 if (src_state
->index_buffer
)
814 wined3d_buffer_incref(src_state
->index_buffer
);
815 if (stateblock
->state
.index_buffer
)
816 wined3d_buffer_decref(stateblock
->state
.index_buffer
);
817 stateblock
->state
.index_buffer
= src_state
->index_buffer
;
818 stateblock
->state
.base_vertex_index
= src_state
->base_vertex_index
;
819 stateblock
->state
.index_format
= src_state
->index_format
;
822 if (stateblock
->changed
.vertexDecl
&& stateblock
->state
.vertex_declaration
!= src_state
->vertex_declaration
)
824 TRACE("Updating vertex declaration from %p to %p.\n",
825 stateblock
->state
.vertex_declaration
, src_state
->vertex_declaration
);
827 if (src_state
->vertex_declaration
)
828 wined3d_vertex_declaration_incref(src_state
->vertex_declaration
);
829 if (stateblock
->state
.vertex_declaration
)
830 wined3d_vertex_declaration_decref(stateblock
->state
.vertex_declaration
);
831 stateblock
->state
.vertex_declaration
= src_state
->vertex_declaration
;
834 if (stateblock
->changed
.material
835 && memcmp(&src_state
->material
, &stateblock
->state
.material
, sizeof(stateblock
->state
.material
)))
837 TRACE("Updating material.\n");
839 stateblock
->state
.material
= src_state
->material
;
842 if (stateblock
->changed
.viewport
843 && memcmp(&src_state
->viewport
, &stateblock
->state
.viewport
, sizeof(stateblock
->state
.viewport
)))
845 TRACE("Updating viewport.\n");
847 stateblock
->state
.viewport
= src_state
->viewport
;
850 if (stateblock
->changed
.scissorRect
&& memcmp(&src_state
->scissor_rect
,
851 &stateblock
->state
.scissor_rect
, sizeof(stateblock
->state
.scissor_rect
)))
853 TRACE("Updating scissor rect.\n");
855 stateblock
->state
.scissor_rect
= src_state
->scissor_rect
;
858 map
= stateblock
->changed
.streamSource
;
859 for (i
= 0; map
; map
>>= 1, ++i
)
861 if (!(map
& 1)) continue;
863 if (stateblock
->state
.streams
[i
].stride
!= src_state
->streams
[i
].stride
864 || stateblock
->state
.streams
[i
].buffer
!= src_state
->streams
[i
].buffer
)
866 TRACE("Updating stream source %u to %p, stride to %u.\n",
867 i
, src_state
->streams
[i
].buffer
,
868 src_state
->streams
[i
].stride
);
870 stateblock
->state
.streams
[i
].stride
= src_state
->streams
[i
].stride
;
871 if (src_state
->streams
[i
].buffer
)
872 wined3d_buffer_incref(src_state
->streams
[i
].buffer
);
873 if (stateblock
->state
.streams
[i
].buffer
)
874 wined3d_buffer_decref(stateblock
->state
.streams
[i
].buffer
);
875 stateblock
->state
.streams
[i
].buffer
= src_state
->streams
[i
].buffer
;
879 map
= stateblock
->changed
.streamFreq
;
880 for (i
= 0; map
; map
>>= 1, ++i
)
882 if (!(map
& 1)) continue;
884 if (stateblock
->state
.streams
[i
].frequency
!= src_state
->streams
[i
].frequency
885 || stateblock
->state
.streams
[i
].flags
!= src_state
->streams
[i
].flags
)
887 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
888 i
, src_state
->streams
[i
].frequency
, src_state
->streams
[i
].flags
);
890 stateblock
->state
.streams
[i
].frequency
= src_state
->streams
[i
].frequency
;
891 stateblock
->state
.streams
[i
].flags
= src_state
->streams
[i
].flags
;
895 map
= stateblock
->changed
.clipplane
;
896 for (i
= 0; map
; map
>>= 1, ++i
)
898 if (!(map
& 1)) continue;
900 if (memcmp(&stateblock
->state
.clip_planes
[i
], &src_state
->clip_planes
[i
], sizeof(src_state
->clip_planes
[i
])))
902 TRACE("Updating clipplane %u.\n", i
);
903 stateblock
->state
.clip_planes
[i
] = src_state
->clip_planes
[i
];
908 for (i
= 0; i
< stateblock
->num_contained_render_states
; ++i
)
910 enum wined3d_render_state rs
= stateblock
->contained_render_states
[i
];
912 TRACE("Updating render state %#x to %u.\n", rs
, src_state
->render_states
[rs
]);
914 stateblock
->state
.render_states
[rs
] = src_state
->render_states
[rs
];
918 for (i
= 0; i
< stateblock
->num_contained_tss_states
; ++i
)
920 DWORD stage
= stateblock
->contained_tss_states
[i
].stage
;
921 DWORD state
= stateblock
->contained_tss_states
[i
].state
;
923 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage
, state
,
924 src_state
->texture_states
[stage
][state
], stateblock
->state
.texture_states
[stage
][state
]);
926 stateblock
->state
.texture_states
[stage
][state
] = src_state
->texture_states
[stage
][state
];
930 map
= stateblock
->changed
.textures
;
931 for (i
= 0; map
; map
>>= 1, ++i
)
933 if (!(map
& 1)) continue;
935 TRACE("Updating texture %u to %p (was %p).\n",
936 i
, src_state
->textures
[i
], stateblock
->state
.textures
[i
]);
938 if (src_state
->textures
[i
])
939 wined3d_texture_incref(src_state
->textures
[i
]);
940 if (stateblock
->state
.textures
[i
])
941 wined3d_texture_decref(stateblock
->state
.textures
[i
]);
942 stateblock
->state
.textures
[i
] = src_state
->textures
[i
];
945 for (i
= 0; i
< stateblock
->num_contained_sampler_states
; ++i
)
947 DWORD stage
= stateblock
->contained_sampler_states
[i
].stage
;
948 DWORD state
= stateblock
->contained_sampler_states
[i
].state
;
950 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage
, state
,
951 src_state
->sampler_states
[stage
][state
], stateblock
->state
.sampler_states
[stage
][state
]);
953 stateblock
->state
.sampler_states
[stage
][state
] = src_state
->sampler_states
[stage
][state
];
956 if (stateblock
->changed
.pixelShader
&& stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
]
957 != src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
])
959 if (src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
])
960 wined3d_shader_incref(src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]);
961 if (stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
])
962 wined3d_shader_decref(stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
]);
963 stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
] = src_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
966 wined3d_state_record_lights(&stateblock
->state
, src_state
);
968 TRACE("Capture done.\n");
971 static void apply_lights(struct wined3d_device
*device
, const struct wined3d_state
*state
)
975 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
979 LIST_FOR_EACH(e
, &state
->light_map
[i
])
981 const struct wined3d_light_info
*light
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
983 wined3d_device_set_light(device
, light
->OriginalIndex
, &light
->OriginalParms
);
984 wined3d_device_set_light_enable(device
, light
->OriginalIndex
, light
->glIndex
!= -1);
989 void CDECL
wined3d_stateblock_apply(const struct wined3d_stateblock
*stateblock
)
991 struct wined3d_device
*device
= stateblock
->device
;
995 TRACE("Applying stateblock %p to device %p.\n", stateblock
, device
);
997 if (stateblock
->changed
.vertexShader
)
998 wined3d_device_set_vertex_shader(device
, stateblock
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
]);
1000 /* Vertex Shader Constants. */
1001 for (i
= 0; i
< stateblock
->num_contained_vs_consts_f
; ++i
)
1003 wined3d_device_set_vs_consts_f(device
, stateblock
->contained_vs_consts_f
[i
],
1004 stateblock
->state
.vs_consts_f
+ stateblock
->contained_vs_consts_f
[i
] * 4, 1);
1006 for (i
= 0; i
< stateblock
->num_contained_vs_consts_i
; ++i
)
1008 wined3d_device_set_vs_consts_i(device
, stateblock
->contained_vs_consts_i
[i
],
1009 stateblock
->state
.vs_consts_i
+ stateblock
->contained_vs_consts_i
[i
] * 4, 1);
1011 for (i
= 0; i
< stateblock
->num_contained_vs_consts_b
; ++i
)
1013 wined3d_device_set_vs_consts_b(device
, stateblock
->contained_vs_consts_b
[i
],
1014 stateblock
->state
.vs_consts_b
+ stateblock
->contained_vs_consts_b
[i
], 1);
1017 apply_lights(device
, &stateblock
->state
);
1019 if (stateblock
->changed
.pixelShader
)
1020 wined3d_device_set_pixel_shader(device
, stateblock
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
]);
1022 /* Pixel Shader Constants. */
1023 for (i
= 0; i
< stateblock
->num_contained_ps_consts_f
; ++i
)
1025 wined3d_device_set_ps_consts_f(device
, stateblock
->contained_ps_consts_f
[i
],
1026 stateblock
->state
.ps_consts_f
+ stateblock
->contained_ps_consts_f
[i
] * 4, 1);
1028 for (i
= 0; i
< stateblock
->num_contained_ps_consts_i
; ++i
)
1030 wined3d_device_set_ps_consts_i(device
, stateblock
->contained_ps_consts_i
[i
],
1031 stateblock
->state
.ps_consts_i
+ stateblock
->contained_ps_consts_i
[i
] * 4, 1);
1033 for (i
= 0; i
< stateblock
->num_contained_ps_consts_b
; ++i
)
1035 wined3d_device_set_ps_consts_b(device
, stateblock
->contained_ps_consts_b
[i
],
1036 stateblock
->state
.ps_consts_b
+ stateblock
->contained_ps_consts_b
[i
], 1);
1039 /* Render states. */
1040 for (i
= 0; i
< stateblock
->num_contained_render_states
; ++i
)
1042 wined3d_device_set_render_state(device
, stateblock
->contained_render_states
[i
],
1043 stateblock
->state
.render_states
[stateblock
->contained_render_states
[i
]]);
1046 /* Texture states. */
1047 for (i
= 0; i
< stateblock
->num_contained_tss_states
; ++i
)
1049 DWORD stage
= stateblock
->contained_tss_states
[i
].stage
;
1050 DWORD state
= stateblock
->contained_tss_states
[i
].state
;
1052 wined3d_device_set_texture_stage_state(device
, stage
, state
, stateblock
->state
.texture_states
[stage
][state
]);
1055 /* Sampler states. */
1056 for (i
= 0; i
< stateblock
->num_contained_sampler_states
; ++i
)
1058 DWORD stage
= stateblock
->contained_sampler_states
[i
].stage
;
1059 DWORD state
= stateblock
->contained_sampler_states
[i
].state
;
1060 DWORD value
= stateblock
->state
.sampler_states
[stage
][state
];
1062 if (stage
>= MAX_FRAGMENT_SAMPLERS
) stage
+= WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
;
1063 wined3d_device_set_sampler_state(device
, stage
, state
, value
);
1066 /* Transform states. */
1067 for (i
= 0; i
< stateblock
->num_contained_transform_states
; ++i
)
1069 wined3d_device_set_transform(device
, stateblock
->contained_transform_states
[i
],
1070 &stateblock
->state
.transforms
[stateblock
->contained_transform_states
[i
]]);
1073 if (stateblock
->changed
.primitive_type
)
1075 GLenum gl_primitive_type
, prev
;
1077 if (device
->recording
)
1078 device
->recording
->changed
.primitive_type
= TRUE
;
1079 gl_primitive_type
= stateblock
->state
.gl_primitive_type
;
1080 prev
= device
->update_state
->gl_primitive_type
;
1081 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
1082 #if defined(STAGING_CSMT)
1083 if (gl_primitive_type
!= prev
)
1084 wined3d_cs_emit_set_primitive_type(device
->cs
, gl_primitive_type
);
1085 #else /* STAGING_CSMT */
1086 if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
1087 device_invalidate_state(device
, STATE_POINT_ENABLE
);
1088 #endif /* STAGING_CSMT */
1091 if (stateblock
->changed
.indices
)
1093 wined3d_device_set_index_buffer(device
, stateblock
->state
.index_buffer
, stateblock
->state
.index_format
);
1094 wined3d_device_set_base_vertex_index(device
, stateblock
->state
.base_vertex_index
);
1097 if (stateblock
->changed
.vertexDecl
&& stateblock
->state
.vertex_declaration
)
1098 wined3d_device_set_vertex_declaration(device
, stateblock
->state
.vertex_declaration
);
1100 if (stateblock
->changed
.material
)
1101 wined3d_device_set_material(device
, &stateblock
->state
.material
);
1103 if (stateblock
->changed
.viewport
)
1104 wined3d_device_set_viewport(device
, &stateblock
->state
.viewport
);
1106 if (stateblock
->changed
.scissorRect
)
1107 wined3d_device_set_scissor_rect(device
, &stateblock
->state
.scissor_rect
);
1109 map
= stateblock
->changed
.streamSource
;
1110 for (i
= 0; map
; map
>>= 1, ++i
)
1113 wined3d_device_set_stream_source(device
, i
,
1114 stateblock
->state
.streams
[i
].buffer
,
1115 0, stateblock
->state
.streams
[i
].stride
);
1118 map
= stateblock
->changed
.streamFreq
;
1119 for (i
= 0; map
; map
>>= 1, ++i
)
1122 wined3d_device_set_stream_source_freq(device
, i
,
1123 stateblock
->state
.streams
[i
].frequency
| stateblock
->state
.streams
[i
].flags
);
1126 map
= stateblock
->changed
.textures
;
1127 for (i
= 0; map
; map
>>= 1, ++i
)
1131 if (!(map
& 1)) continue;
1133 stage
= i
< MAX_FRAGMENT_SAMPLERS
? i
: WINED3DVERTEXTEXTURESAMPLER0
+ i
- MAX_FRAGMENT_SAMPLERS
;
1134 wined3d_device_set_texture(device
, stage
, stateblock
->state
.textures
[i
]);
1137 map
= stateblock
->changed
.clipplane
;
1138 for (i
= 0; map
; map
>>= 1, ++i
)
1140 if (!(map
& 1)) continue;
1142 wined3d_device_set_clip_plane(device
, i
, &stateblock
->state
.clip_planes
[i
]);
1145 TRACE("Applied stateblock %p.\n", stateblock
);
1148 static void state_init_default(struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
)
1152 struct wined3d_line_pattern lp
;
1160 struct wined3d_matrix identity
;
1162 TRACE("state %p, gl_info %p.\n", state
, gl_info
);
1164 get_identity_matrix(&identity
);
1165 state
->gl_primitive_type
= ~0u;
1167 /* Set some of the defaults for lights, transforms etc */
1168 state
->transforms
[WINED3D_TS_PROJECTION
] = identity
;
1169 state
->transforms
[WINED3D_TS_VIEW
] = identity
;
1170 for (i
= 0; i
< 256; ++i
)
1172 state
->transforms
[WINED3D_TS_WORLD_MATRIX(i
)] = identity
;
1175 TRACE("Render states\n");
1176 /* Render states: */
1177 state
->render_states
[WINED3D_RS_ZENABLE
] = WINED3D_ZB_TRUE
;
1178 state
->render_states
[WINED3D_RS_FILLMODE
] = WINED3D_FILL_SOLID
;
1179 state
->render_states
[WINED3D_RS_SHADEMODE
] = WINED3D_SHADE_GOURAUD
;
1180 lp
.lp
.repeat_factor
= 0;
1181 lp
.lp
.line_pattern
= 0;
1182 state
->render_states
[WINED3D_RS_LINEPATTERN
] = lp
.d
;
1183 state
->render_states
[WINED3D_RS_ZWRITEENABLE
] = TRUE
;
1184 state
->render_states
[WINED3D_RS_ALPHATESTENABLE
] = FALSE
;
1185 state
->render_states
[WINED3D_RS_LASTPIXEL
] = TRUE
;
1186 state
->render_states
[WINED3D_RS_SRCBLEND
] = WINED3D_BLEND_ONE
;
1187 state
->render_states
[WINED3D_RS_DESTBLEND
] = WINED3D_BLEND_ZERO
;
1188 state
->render_states
[WINED3D_RS_CULLMODE
] = WINED3D_CULL_CCW
;
1189 state
->render_states
[WINED3D_RS_ZFUNC
] = WINED3D_CMP_LESSEQUAL
;
1190 state
->render_states
[WINED3D_RS_ALPHAFUNC
] = WINED3D_CMP_ALWAYS
;
1191 state
->render_states
[WINED3D_RS_ALPHAREF
] = 0;
1192 state
->render_states
[WINED3D_RS_DITHERENABLE
] = FALSE
;
1193 state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] = FALSE
;
1194 state
->render_states
[WINED3D_RS_FOGENABLE
] = FALSE
;
1195 state
->render_states
[WINED3D_RS_SPECULARENABLE
] = FALSE
;
1196 state
->render_states
[WINED3D_RS_ZVISIBLE
] = 0;
1197 state
->render_states
[WINED3D_RS_FOGCOLOR
] = 0;
1198 state
->render_states
[WINED3D_RS_FOGTABLEMODE
] = WINED3D_FOG_NONE
;
1200 state
->render_states
[WINED3D_RS_FOGSTART
] = tmpfloat
.d
;
1202 state
->render_states
[WINED3D_RS_FOGEND
] = tmpfloat
.d
;
1204 state
->render_states
[WINED3D_RS_FOGDENSITY
] = tmpfloat
.d
;
1205 state
->render_states
[WINED3D_RS_EDGEANTIALIAS
] = FALSE
;
1206 state
->render_states
[WINED3D_RS_RANGEFOGENABLE
] = FALSE
;
1207 state
->render_states
[WINED3D_RS_STENCILENABLE
] = FALSE
;
1208 state
->render_states
[WINED3D_RS_STENCILFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1209 state
->render_states
[WINED3D_RS_STENCILZFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1210 state
->render_states
[WINED3D_RS_STENCILPASS
] = WINED3D_STENCIL_OP_KEEP
;
1211 state
->render_states
[WINED3D_RS_STENCILREF
] = 0;
1212 state
->render_states
[WINED3D_RS_STENCILMASK
] = 0xffffffff;
1213 state
->render_states
[WINED3D_RS_STENCILFUNC
] = WINED3D_CMP_ALWAYS
;
1214 state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] = 0xffffffff;
1215 state
->render_states
[WINED3D_RS_TEXTUREFACTOR
] = 0xffffffff;
1216 state
->render_states
[WINED3D_RS_WRAP0
] = 0;
1217 state
->render_states
[WINED3D_RS_WRAP1
] = 0;
1218 state
->render_states
[WINED3D_RS_WRAP2
] = 0;
1219 state
->render_states
[WINED3D_RS_WRAP3
] = 0;
1220 state
->render_states
[WINED3D_RS_WRAP4
] = 0;
1221 state
->render_states
[WINED3D_RS_WRAP5
] = 0;
1222 state
->render_states
[WINED3D_RS_WRAP6
] = 0;
1223 state
->render_states
[WINED3D_RS_WRAP7
] = 0;
1224 state
->render_states
[WINED3D_RS_CLIPPING
] = TRUE
;
1225 state
->render_states
[WINED3D_RS_LIGHTING
] = TRUE
;
1226 state
->render_states
[WINED3D_RS_AMBIENT
] = 0;
1227 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] = WINED3D_FOG_NONE
;
1228 state
->render_states
[WINED3D_RS_COLORVERTEX
] = TRUE
;
1229 state
->render_states
[WINED3D_RS_LOCALVIEWER
] = TRUE
;
1230 state
->render_states
[WINED3D_RS_NORMALIZENORMALS
] = FALSE
;
1231 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] = WINED3D_MCS_COLOR1
;
1232 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] = WINED3D_MCS_COLOR2
;
1233 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] = WINED3D_MCS_MATERIAL
;
1234 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] = WINED3D_MCS_MATERIAL
;
1235 state
->render_states
[WINED3D_RS_VERTEXBLEND
] = WINED3D_VBF_DISABLE
;
1236 state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] = 0;
1237 state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
] = FALSE
;
1239 state
->render_states
[WINED3D_RS_POINTSIZE
] = tmpfloat
.d
;
1241 state
->render_states
[WINED3D_RS_POINTSIZE_MIN
] = tmpfloat
.d
;
1242 state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] = FALSE
;
1243 state
->render_states
[WINED3D_RS_POINTSCALEENABLE
] = FALSE
;
1245 state
->render_states
[WINED3D_RS_POINTSCALE_A
] = tmpfloat
.d
;
1247 state
->render_states
[WINED3D_RS_POINTSCALE_B
] = tmpfloat
.d
;
1249 state
->render_states
[WINED3D_RS_POINTSCALE_C
] = tmpfloat
.d
;
1250 state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
] = TRUE
;
1251 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] = 0xffffffff;
1252 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] = WINED3D_PATCH_EDGE_DISCRETE
;
1254 state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] = tmpfloat
.d
;
1255 state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
] = 0xbaadcafe;
1256 tmpfloat
.f
= gl_info
->limits
.pointsize_max
;
1257 state
->render_states
[WINED3D_RS_POINTSIZE_MAX
] = tmpfloat
.d
;
1258 state
->render_states
[WINED3D_RS_INDEXEDVERTEXBLENDENABLE
] = FALSE
;
1259 state
->render_states
[WINED3D_RS_COLORWRITEENABLE
] = 0x0000000f;
1261 state
->render_states
[WINED3D_RS_TWEENFACTOR
] = tmpfloat
.d
;
1262 state
->render_states
[WINED3D_RS_BLENDOP
] = WINED3D_BLEND_OP_ADD
;
1263 state
->render_states
[WINED3D_RS_POSITIONDEGREE
] = WINED3D_DEGREE_CUBIC
;
1264 state
->render_states
[WINED3D_RS_NORMALDEGREE
] = WINED3D_DEGREE_LINEAR
;
1265 /* states new in d3d9 */
1266 state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
] = FALSE
;
1267 state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
] = 0;
1269 state
->render_states
[WINED3D_RS_MINTESSELLATIONLEVEL
] = tmpfloat
.d
;
1270 state
->render_states
[WINED3D_RS_MAXTESSELLATIONLEVEL
] = tmpfloat
.d
;
1271 state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
] = FALSE
;
1273 state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] = tmpfloat
.d
;
1274 state
->render_states
[WINED3D_RS_ADAPTIVETESS_Y
] = tmpfloat
.d
;
1276 state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
] = tmpfloat
.d
;
1278 state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
] = tmpfloat
.d
;
1279 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
] = FALSE
;
1280 state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
] = FALSE
;
1281 state
->render_states
[WINED3D_RS_CCW_STENCILFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1282 state
->render_states
[WINED3D_RS_CCW_STENCILZFAIL
] = WINED3D_STENCIL_OP_KEEP
;
1283 state
->render_states
[WINED3D_RS_CCW_STENCILPASS
] = WINED3D_STENCIL_OP_KEEP
;
1284 state
->render_states
[WINED3D_RS_CCW_STENCILFUNC
] = WINED3D_CMP_ALWAYS
;
1285 state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
] = 0x0000000f;
1286 state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
] = 0x0000000f;
1287 state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
] = 0x0000000f;
1288 state
->render_states
[WINED3D_RS_BLENDFACTOR
] = 0xffffffff;
1289 state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
] = 0;
1290 state
->render_states
[WINED3D_RS_DEPTHBIAS
] = 0;
1291 state
->render_states
[WINED3D_RS_WRAP8
] = 0;
1292 state
->render_states
[WINED3D_RS_WRAP9
] = 0;
1293 state
->render_states
[WINED3D_RS_WRAP10
] = 0;
1294 state
->render_states
[WINED3D_RS_WRAP11
] = 0;
1295 state
->render_states
[WINED3D_RS_WRAP12
] = 0;
1296 state
->render_states
[WINED3D_RS_WRAP13
] = 0;
1297 state
->render_states
[WINED3D_RS_WRAP14
] = 0;
1298 state
->render_states
[WINED3D_RS_WRAP15
] = 0;
1299 state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
] = FALSE
;
1300 state
->render_states
[WINED3D_RS_SRCBLENDALPHA
] = WINED3D_BLEND_ONE
;
1301 state
->render_states
[WINED3D_RS_DESTBLENDALPHA
] = WINED3D_BLEND_ZERO
;
1302 state
->render_states
[WINED3D_RS_BLENDOPALPHA
] = WINED3D_BLEND_OP_ADD
;
1304 /* Texture Stage States - Put directly into state block, we will call function below */
1305 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1307 TRACE("Setting up default texture states for texture Stage %u.\n", i
);
1308 state
->transforms
[WINED3D_TS_TEXTURE0
+ i
] = identity
;
1309 state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] = i
? WINED3D_TOP_DISABLE
: WINED3D_TOP_MODULATE
;
1310 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] = WINED3DTA_TEXTURE
;
1311 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] = WINED3DTA_CURRENT
;
1312 state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
] = i
? WINED3D_TOP_DISABLE
: WINED3D_TOP_SELECT_ARG1
;
1313 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] = WINED3DTA_TEXTURE
;
1314 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] = WINED3DTA_CURRENT
;
1315 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
] = 0;
1316 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT01
] = 0;
1317 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT10
] = 0;
1318 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT11
] = 0;
1319 state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] = i
;
1320 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
] = 0;
1321 state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
] = 0;
1322 state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
] = WINED3D_TTFF_DISABLE
;
1323 state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] = WINED3DTA_CURRENT
;
1324 state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] = WINED3DTA_CURRENT
;
1325 state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] = WINED3DTA_CURRENT
;
1328 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1330 TRACE("Setting up default samplers states for sampler %u.\n", i
);
1331 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_U
] = WINED3D_TADDRESS_WRAP
;
1332 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_V
] = WINED3D_TADDRESS_WRAP
;
1333 state
->sampler_states
[i
][WINED3D_SAMP_ADDRESS_W
] = WINED3D_TADDRESS_WRAP
;
1334 state
->sampler_states
[i
][WINED3D_SAMP_BORDER_COLOR
] = 0;
1335 state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] = WINED3D_TEXF_POINT
;
1336 state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] = WINED3D_TEXF_POINT
;
1337 state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] = WINED3D_TEXF_NONE
;
1338 state
->sampler_states
[i
][WINED3D_SAMP_MIPMAP_LOD_BIAS
] = 0;
1339 state
->sampler_states
[i
][WINED3D_SAMP_MAX_MIP_LEVEL
] = 0;
1340 state
->sampler_states
[i
][WINED3D_SAMP_MAX_ANISOTROPY
] = 1;
1341 state
->sampler_states
[i
][WINED3D_SAMP_SRGB_TEXTURE
] = 0;
1342 /* TODO: Indicates which element of a multielement texture to use. */
1343 state
->sampler_states
[i
][WINED3D_SAMP_ELEMENT_INDEX
] = 0;
1344 /* TODO: Vertex offset in the presampled displacement map. */
1345 state
->sampler_states
[i
][WINED3D_SAMP_DMAP_OFFSET
] = 0;
1346 #if defined(STAGING_CSMT)
1347 state
->textures
[i
] = NULL
;
1350 state
->index_buffer
= NULL
;
1351 for (i
= 0; i
< sizeof(state
->streams
) / sizeof(*state
->streams
); i
++)
1352 memset(&state
->streams
[i
], 0, sizeof(state
->streams
[i
]));
1354 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
1355 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = NULL
;
1358 HRESULT
state_init(struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
,
1359 const struct wined3d_d3d_info
*d3d_info
, DWORD flags
)
1363 state
->flags
= flags
;
1364 #else /* STAGING_CSMT */
1368 HRESULT
state_init(struct wined3d_state
*state
, struct wined3d_fb_state
*fb
,
1369 const struct wined3d_gl_info
*gl_info
, const struct wined3d_d3d_info
*d3d_info
,
1374 state
->flags
= flags
;
1376 #endif /* STAGING_CSMT */
1378 for (i
= 0; i
< LIGHTMAP_SIZE
; i
++)
1380 list_init(&state
->light_map
[i
]);
1383 if (!(state
->vs_consts_f
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1384 4 * sizeof(float) * d3d_info
->limits
.vs_uniform_count
)))
1385 return E_OUTOFMEMORY
;
1387 if (!(state
->ps_consts_f
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1388 4 * sizeof(float) * d3d_info
->limits
.ps_uniform_count
)))
1390 HeapFree(GetProcessHeap(), 0, state
->vs_consts_f
);
1391 return E_OUTOFMEMORY
;
1394 #if defined(STAGING_CSMT)
1395 if (!(state
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1396 sizeof(*state
->fb
.render_targets
) * gl_info
->limits
.buffers
)))
1398 HeapFree(GetProcessHeap(), 0, state
->ps_consts_f
);
1399 HeapFree(GetProcessHeap(), 0, state
->vs_consts_f
);
1400 return E_OUTOFMEMORY
;
1402 state
->fb
.rt_size
= gl_info
->limits
.buffers
;
1404 #endif /* STAGING_CSMT */
1405 if (flags
& WINED3D_STATE_INIT_DEFAULT
)
1406 state_init_default(state
, gl_info
);
1411 static HRESULT
stateblock_init(struct wined3d_stateblock
*stateblock
,
1412 struct wined3d_device
*device
, enum wined3d_stateblock_type type
)
1415 #if defined(STAGING_CSMT)
1416 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1417 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
1419 stateblock
->ref
= 1;
1420 stateblock
->device
= device
;
1422 if (FAILED(hr
= state_init(&stateblock
->state
, gl_info
, d3d_info
, 0)))
1423 #else /* STAGING_CSMT */
1424 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
1426 stateblock
->ref
= 1;
1427 stateblock
->device
= device
;
1429 if (FAILED(hr
= state_init(&stateblock
->state
, NULL
, &device
->adapter
->gl_info
, d3d_info
, 0)))
1430 #endif /* STAGING_CSMT */
1433 if (FAILED(hr
= stateblock_allocate_shader_constants(stateblock
)))
1435 state_cleanup(&stateblock
->state
);
1439 if (type
== WINED3D_SBT_RECORDED
)
1442 TRACE("Updating changed flags appropriate for type %#x.\n", type
);
1446 case WINED3D_SBT_ALL
:
1447 stateblock_init_lights(stateblock
, device
->state
.light_map
);
1448 stateblock_savedstates_set_all(&stateblock
->changed
,
1449 d3d_info
->limits
.vs_uniform_count
, d3d_info
->limits
.ps_uniform_count
);
1452 case WINED3D_SBT_PIXEL_STATE
:
1453 stateblock_savedstates_set_pixel(&stateblock
->changed
,
1454 d3d_info
->limits
.ps_uniform_count
);
1457 case WINED3D_SBT_VERTEX_STATE
:
1458 stateblock_init_lights(stateblock
, device
->state
.light_map
);
1459 stateblock_savedstates_set_vertex(&stateblock
->changed
,
1460 d3d_info
->limits
.vs_uniform_count
);
1464 FIXME("Unrecognized state block type %#x.\n", type
);
1468 stateblock_init_contained_states(stateblock
);
1469 wined3d_stateblock_capture(stateblock
);
1474 HRESULT CDECL
wined3d_stateblock_create(struct wined3d_device
*device
,
1475 enum wined3d_stateblock_type type
, struct wined3d_stateblock
**stateblock
)
1477 struct wined3d_stateblock
*object
;
1480 TRACE("device %p, type %#x, stateblock %p.\n",
1481 device
, type
, stateblock
);
1483 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1485 return E_OUTOFMEMORY
;
1487 hr
= stateblock_init(object
, device
, type
);
1490 WARN("Failed to initialize stateblock, hr %#x.\n", hr
);
1491 HeapFree(GetProcessHeap(), 0, object
);
1495 TRACE("Created stateblock %p.\n", object
);
1496 *stateblock
= object
;