[WINED3D]
[reactos.git] / reactos / dll / directx / wine / wined3d / stateblock.c
1 /*
2 * state block implementation
3 *
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28
29 static const DWORD pixel_states_render[] =
30 {
31 WINED3D_RS_ALPHABLENDENABLE,
32 WINED3D_RS_ALPHAFUNC,
33 WINED3D_RS_ALPHAREF,
34 WINED3D_RS_ALPHATESTENABLE,
35 WINED3D_RS_ANTIALIASEDLINEENABLE,
36 WINED3D_RS_BLENDFACTOR,
37 WINED3D_RS_BLENDOP,
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,
46 WINED3D_RS_DEPTHBIAS,
47 WINED3D_RS_DESTBLEND,
48 WINED3D_RS_DESTBLENDALPHA,
49 WINED3D_RS_DITHERENABLE,
50 WINED3D_RS_FILLMODE,
51 WINED3D_RS_FOGDENSITY,
52 WINED3D_RS_FOGEND,
53 WINED3D_RS_FOGSTART,
54 WINED3D_RS_LASTPIXEL,
55 WINED3D_RS_SCISSORTESTENABLE,
56 WINED3D_RS_SEPARATEALPHABLENDENABLE,
57 WINED3D_RS_SHADEMODE,
58 WINED3D_RS_SLOPESCALEDEPTHBIAS,
59 WINED3D_RS_SRCBLEND,
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,
72 WINED3D_RS_WRAP0,
73 WINED3D_RS_WRAP1,
74 WINED3D_RS_WRAP10,
75 WINED3D_RS_WRAP11,
76 WINED3D_RS_WRAP12,
77 WINED3D_RS_WRAP13,
78 WINED3D_RS_WRAP14,
79 WINED3D_RS_WRAP15,
80 WINED3D_RS_WRAP2,
81 WINED3D_RS_WRAP3,
82 WINED3D_RS_WRAP4,
83 WINED3D_RS_WRAP5,
84 WINED3D_RS_WRAP6,
85 WINED3D_RS_WRAP7,
86 WINED3D_RS_WRAP8,
87 WINED3D_RS_WRAP9,
88 WINED3D_RS_ZENABLE,
89 WINED3D_RS_ZFUNC,
90 WINED3D_RS_ZWRITEENABLE,
91 };
92
93 static const DWORD pixel_states_texture[] =
94 {
95 WINED3D_TSS_ALPHA_ARG0,
96 WINED3D_TSS_ALPHA_ARG1,
97 WINED3D_TSS_ALPHA_ARG2,
98 WINED3D_TSS_ALPHA_OP,
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,
112 };
113
114 static const DWORD pixel_states_sampler[] =
115 {
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,
128 };
129
130 static const DWORD vertex_states_render[] =
131 {
132 WINED3D_RS_ADAPTIVETESS_W,
133 WINED3D_RS_ADAPTIVETESS_X,
134 WINED3D_RS_ADAPTIVETESS_Y,
135 WINED3D_RS_ADAPTIVETESS_Z,
136 WINED3D_RS_AMBIENT,
137 WINED3D_RS_AMBIENTMATERIALSOURCE,
138 WINED3D_RS_CLIPPING,
139 WINED3D_RS_CLIPPLANEENABLE,
140 WINED3D_RS_COLORVERTEX,
141 WINED3D_RS_CULLMODE,
142 WINED3D_RS_DIFFUSEMATERIALSOURCE,
143 WINED3D_RS_EMISSIVEMATERIALSOURCE,
144 WINED3D_RS_ENABLEADAPTIVETESSELLATION,
145 WINED3D_RS_FOGCOLOR,
146 WINED3D_RS_FOGDENSITY,
147 WINED3D_RS_FOGENABLE,
148 WINED3D_RS_FOGEND,
149 WINED3D_RS_FOGSTART,
150 WINED3D_RS_FOGTABLEMODE,
151 WINED3D_RS_FOGVERTEXMODE,
152 WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
153 WINED3D_RS_LIGHTING,
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,
177 };
178
179 static const DWORD vertex_states_texture[] =
180 {
181 WINED3D_TSS_TEXCOORD_INDEX,
182 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
183 };
184
185 static const DWORD vertex_states_sampler[] =
186 {
187 WINED3D_SAMP_DMAP_OFFSET,
188 };
189
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
192 */
193 static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
194 {
195 const struct wined3d_d3d_info *d3d_info = &object->device->adapter->d3d_info;
196
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;
200
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;
204
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;
208
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;
212
213 return WINED3D_OK;
214
215 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;
222 }
223
224 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
225 {
226 DWORD mask = (1 << (map_size & 0x1f)) - 1;
227 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
228 if (mask) map[map_size >> 5] = mask;
229 }
230
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)
233 {
234 unsigned int i;
235
236 /* Single values */
237 states->primitive_type = 1;
238 states->indices = 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;
245
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;
259
260 /* Dynamically sized arrays */
261 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
262 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
263 }
264
265 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
266 {
267 DWORD texture_mask = 0;
268 WORD sampler_mask = 0;
269 unsigned int i;
270
271 states->pixelShader = 1;
272
273 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
274 {
275 DWORD rs = pixel_states_render[i];
276 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
277 }
278
279 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
280 texture_mask |= 1 << 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 |= 1 << 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;
287
288 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
289 }
290
291 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
292 {
293 DWORD texture_mask = 0;
294 WORD sampler_mask = 0;
295 unsigned int i;
296
297 states->vertexDecl = 1;
298 states->vertexShader = 1;
299
300 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
301 {
302 DWORD rs = vertex_states_render[i];
303 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
304 }
305
306 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
307 texture_mask |= 1 << 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 |= 1 << 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;
314
315 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
316 }
317
318 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
319 {
320 const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
321 unsigned int i, j;
322
323 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
324 {
325 DWORD map = stateblock->changed.renderState[i];
326 for (j = 0; map; map >>= 1, ++j)
327 {
328 if (!(map & 1)) continue;
329
330 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
331 ++stateblock->num_contained_render_states;
332 }
333 }
334
335 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
336 {
337 DWORD map = stateblock->changed.transform[i];
338 for (j = 0; map; map >>= 1, ++j)
339 {
340 if (!(map & 1)) continue;
341
342 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
343 ++stateblock->num_contained_transform_states;
344 }
345 }
346
347 for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
348 {
349 if (stateblock->changed.vertexShaderConstantsF[i])
350 {
351 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
352 ++stateblock->num_contained_vs_consts_f;
353 }
354 }
355
356 for (i = 0; i < MAX_CONST_I; ++i)
357 {
358 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
359 {
360 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
361 ++stateblock->num_contained_vs_consts_i;
362 }
363 }
364
365 for (i = 0; i < MAX_CONST_B; ++i)
366 {
367 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
368 {
369 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
370 ++stateblock->num_contained_vs_consts_b;
371 }
372 }
373
374 for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
375 {
376 if (stateblock->changed.pixelShaderConstantsF[i])
377 {
378 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
379 ++stateblock->num_contained_ps_consts_f;
380 }
381 }
382
383 for (i = 0; i < MAX_CONST_I; ++i)
384 {
385 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
386 {
387 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
388 ++stateblock->num_contained_ps_consts_i;
389 }
390 }
391
392 for (i = 0; i < MAX_CONST_B; ++i)
393 {
394 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
395 {
396 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
397 ++stateblock->num_contained_ps_consts_b;
398 }
399 }
400
401 for (i = 0; i < MAX_TEXTURES; ++i)
402 {
403 DWORD map = stateblock->changed.textureState[i];
404
405 for(j = 0; map; map >>= 1, ++j)
406 {
407 if (!(map & 1)) continue;
408
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;
412 }
413 }
414
415 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
416 {
417 DWORD map = stateblock->changed.samplerState[i];
418
419 for (j = 0; map; map >>= 1, ++j)
420 {
421 if (!(map & 1)) continue;
422
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;
426 }
427 }
428 }
429
430 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
431 {
432 unsigned int i;
433
434 for (i = 0; i < LIGHTMAP_SIZE; ++i)
435 {
436 const struct wined3d_light_info *src_light;
437
438 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
439 {
440 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
441
442 *dst_light = *src_light;
443 list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
444 }
445 }
446 }
447
448 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
449 {
450 ULONG refcount = InterlockedIncrement(&stateblock->ref);
451
452 TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
453
454 return refcount;
455 }
456
457 void state_unbind_resources(struct wined3d_state *state)
458 {
459 struct wined3d_vertex_declaration *decl;
460 struct wined3d_sampler *sampler;
461 struct wined3d_texture *texture;
462 struct wined3d_buffer *buffer;
463 struct wined3d_shader *shader;
464 unsigned int i;
465
466 if ((decl = state->vertex_declaration))
467 {
468 state->vertex_declaration = NULL;
469 wined3d_vertex_declaration_decref(decl);
470 }
471
472 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
473 {
474 if ((texture = state->textures[i]))
475 {
476 state->textures[i] = NULL;
477 wined3d_texture_decref(texture);
478 }
479 }
480
481 for (i = 0; i < MAX_STREAM_OUT; ++i)
482 {
483 if ((buffer = state->stream_output[i].buffer))
484 {
485 state->stream_output[i].buffer = NULL;
486 wined3d_buffer_decref(buffer);
487 }
488 }
489
490 for (i = 0; i < MAX_STREAMS; ++i)
491 {
492 if ((buffer = state->streams[i].buffer))
493 {
494 state->streams[i].buffer = NULL;
495 wined3d_buffer_decref(buffer);
496 }
497 }
498
499 if ((buffer = state->index_buffer))
500 {
501 state->index_buffer = NULL;
502 wined3d_buffer_decref(buffer);
503 }
504
505 if ((shader = state->vertex_shader))
506 {
507 state->vertex_shader = NULL;
508 wined3d_shader_decref(shader);
509 }
510
511 for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
512 {
513 if ((buffer = state->vs_cb[i]))
514 {
515 state->vs_cb[i] = NULL;
516 wined3d_buffer_decref(buffer);
517 }
518 }
519
520 for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
521 {
522 if ((sampler = state->vs_sampler[i]))
523 {
524 state->vs_sampler[i] = NULL;
525 wined3d_sampler_decref(sampler);
526 }
527 }
528
529 if ((shader = state->geometry_shader))
530 {
531 state->geometry_shader = NULL;
532 wined3d_shader_decref(shader);
533 }
534
535 for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
536 {
537 if ((buffer = state->gs_cb[i]))
538 {
539 state->gs_cb[i] = NULL;
540 wined3d_buffer_decref(buffer);
541 }
542 }
543
544 for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
545 {
546 if ((sampler = state->gs_sampler[i]))
547 {
548 state->gs_sampler[i] = NULL;
549 wined3d_sampler_decref(sampler);
550 }
551 }
552
553 if ((shader = state->pixel_shader))
554 {
555 state->pixel_shader = NULL;
556 wined3d_shader_decref(shader);
557 }
558
559 for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
560 {
561 if ((sampler = state->ps_sampler[i]))
562 {
563 state->ps_sampler[i] = NULL;
564 wined3d_sampler_decref(sampler);
565 }
566 }
567
568 for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
569 {
570 if ((buffer = state->ps_cb[i]))
571 {
572 state->ps_cb[i] = NULL;
573 wined3d_buffer_decref(buffer);
574 }
575 }
576 }
577
578 void state_cleanup(struct wined3d_state *state)
579 {
580 unsigned int counter;
581
582 state_unbind_resources(state);
583
584 for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
585 {
586 struct list *e1, *e2;
587 LIST_FOR_EACH_SAFE(e1, e2, &state->light_map[counter])
588 {
589 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
590 list_remove(&light->entry);
591 HeapFree(GetProcessHeap(), 0, light);
592 }
593 }
594
595 HeapFree(GetProcessHeap(), 0, state->vs_consts_f);
596 HeapFree(GetProcessHeap(), 0, state->ps_consts_f);
597 }
598
599 HRESULT state_init(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
600 {
601 unsigned int i;
602
603 for (i = 0; i < LIGHTMAP_SIZE; i++)
604 {
605 list_init(&state->light_map[i]);
606 }
607
608 if (!(state->vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
609 4 * sizeof(float) * d3d_info->limits.vs_uniform_count)))
610 return E_OUTOFMEMORY;
611
612 if (!(state->ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
613 4 * sizeof(float) * d3d_info->limits.ps_uniform_count)))
614 {
615 HeapFree(GetProcessHeap(), 0, state->vs_consts_f);
616 return E_OUTOFMEMORY;
617 }
618
619 return WINED3D_OK;
620 }
621
622 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
623 {
624 ULONG refcount = InterlockedDecrement(&stateblock->ref);
625
626 TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
627
628 if (!refcount)
629 {
630 state_cleanup(&stateblock->state);
631
632 HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
633 HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
634 HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
635 HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
636 HeapFree(GetProcessHeap(), 0, stateblock);
637 }
638
639 return refcount;
640 }
641
642 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
643 {
644 UINT i;
645
646 /* Lights... For a recorded state block, we just had a chain of actions
647 * to perform, so we need to walk that chain and update any actions which
648 * differ. */
649 for (i = 0; i < LIGHTMAP_SIZE; ++i)
650 {
651 struct list *e, *f;
652 LIST_FOR_EACH(e, &dst_state->light_map[i])
653 {
654 BOOL updated = FALSE;
655 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
656
657 /* Look up the light in the destination */
658 LIST_FOR_EACH(f, &src_state->light_map[i])
659 {
660 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
661 if (realLight->OriginalIndex == src->OriginalIndex)
662 {
663 src->OriginalParms = realLight->OriginalParms;
664
665 if (realLight->glIndex == -1 && src->glIndex != -1)
666 {
667 /* Light disabled */
668 dst_state->lights[src->glIndex] = NULL;
669 }
670 else if (realLight->glIndex != -1 && src->glIndex == -1)
671 {
672 /* Light enabled */
673 dst_state->lights[realLight->glIndex] = src;
674 }
675 src->glIndex = realLight->glIndex;
676 updated = TRUE;
677 break;
678 }
679 }
680
681 if (!updated)
682 {
683 /* This can happen if the light was originally created as a
684 * default light for SetLightEnable() while recording. */
685 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
686 src->OriginalIndex, dst_state, src_state);
687
688 src->OriginalParms = WINED3D_default_light;
689 if (src->glIndex != -1)
690 {
691 dst_state->lights[src->glIndex] = NULL;
692 src->glIndex = -1;
693 }
694 }
695 }
696 }
697 }
698
699 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
700 {
701 const struct wined3d_state *src_state = &stateblock->device->state;
702 unsigned int i;
703 DWORD map;
704
705 TRACE("stateblock %p.\n", stateblock);
706
707 TRACE("Capturing state %p.\n", src_state);
708
709 if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
710 {
711 TRACE("Updating vertex shader from %p to %p\n",
712 stateblock->state.vertex_shader, src_state->vertex_shader);
713
714 if (src_state->vertex_shader)
715 wined3d_shader_incref(src_state->vertex_shader);
716 if (stateblock->state.vertex_shader)
717 wined3d_shader_decref(stateblock->state.vertex_shader);
718 stateblock->state.vertex_shader = src_state->vertex_shader;
719 }
720
721 /* Vertex shader float constants. */
722 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
723 {
724 unsigned int idx = stateblock->contained_vs_consts_f[i];
725
726 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
727 src_state->vs_consts_f[idx * 4 + 0],
728 src_state->vs_consts_f[idx * 4 + 1],
729 src_state->vs_consts_f[idx * 4 + 2],
730 src_state->vs_consts_f[idx * 4 + 3]);
731
732 stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
733 stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
734 stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
735 stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
736 }
737
738 /* Vertex shader integer constants. */
739 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
740 {
741 unsigned int idx = stateblock->contained_vs_consts_i[i];
742
743 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
744 src_state->vs_consts_i[idx * 4 + 0],
745 src_state->vs_consts_i[idx * 4 + 1],
746 src_state->vs_consts_i[idx * 4 + 2],
747 src_state->vs_consts_i[idx * 4 + 3]);
748
749 stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
750 stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
751 stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
752 stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
753 }
754
755 /* Vertex shader boolean constants. */
756 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
757 {
758 unsigned int idx = stateblock->contained_vs_consts_b[i];
759
760 TRACE("Setting vs_consts_b[%u] to %s.\n",
761 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
762
763 stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
764 }
765
766 /* Pixel shader float constants. */
767 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
768 {
769 unsigned int idx = stateblock->contained_ps_consts_f[i];
770
771 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
772 src_state->ps_consts_f[idx * 4 + 0],
773 src_state->ps_consts_f[idx * 4 + 1],
774 src_state->ps_consts_f[idx * 4 + 2],
775 src_state->ps_consts_f[idx * 4 + 3]);
776
777 stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
778 stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
779 stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
780 stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
781 }
782
783 /* Pixel shader integer constants. */
784 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
785 {
786 unsigned int idx = stateblock->contained_ps_consts_i[i];
787 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
788 src_state->ps_consts_i[idx * 4 + 0],
789 src_state->ps_consts_i[idx * 4 + 1],
790 src_state->ps_consts_i[idx * 4 + 2],
791 src_state->ps_consts_i[idx * 4 + 3]);
792
793 stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
794 stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
795 stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
796 stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
797 }
798
799 /* Pixel shader boolean constants. */
800 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
801 {
802 unsigned int idx = stateblock->contained_ps_consts_b[i];
803 TRACE("Setting ps_consts_b[%u] to %s.\n",
804 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
805
806 stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
807 }
808
809 /* Others + Render & Texture */
810 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
811 {
812 enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
813
814 TRACE("Updating transform %#x.\n", transform);
815
816 stateblock->state.transforms[transform] = src_state->transforms[transform];
817 }
818
819 if (stateblock->changed.primitive_type)
820 stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
821
822 if (stateblock->changed.indices
823 && ((stateblock->state.index_buffer != src_state->index_buffer)
824 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
825 || (stateblock->state.index_format != src_state->index_format)))
826 {
827 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
828 src_state->index_buffer, src_state->base_vertex_index);
829
830 if (src_state->index_buffer)
831 wined3d_buffer_incref(src_state->index_buffer);
832 if (stateblock->state.index_buffer)
833 wined3d_buffer_decref(stateblock->state.index_buffer);
834 stateblock->state.index_buffer = src_state->index_buffer;
835 stateblock->state.base_vertex_index = src_state->base_vertex_index;
836 stateblock->state.index_format = src_state->index_format;
837 }
838
839 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
840 {
841 TRACE("Updating vertex declaration from %p to %p.\n",
842 stateblock->state.vertex_declaration, src_state->vertex_declaration);
843
844 if (src_state->vertex_declaration)
845 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
846 if (stateblock->state.vertex_declaration)
847 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
848 stateblock->state.vertex_declaration = src_state->vertex_declaration;
849 }
850
851 if (stateblock->changed.material
852 && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
853 {
854 TRACE("Updating material.\n");
855
856 stateblock->state.material = src_state->material;
857 }
858
859 if (stateblock->changed.viewport
860 && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
861 {
862 TRACE("Updating viewport.\n");
863
864 stateblock->state.viewport = src_state->viewport;
865 }
866
867 if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
868 &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
869 {
870 TRACE("Updating scissor rect.\n");
871
872 stateblock->state.scissor_rect = src_state->scissor_rect;
873 }
874
875 map = stateblock->changed.streamSource;
876 for (i = 0; map; map >>= 1, ++i)
877 {
878 if (!(map & 1)) continue;
879
880 if (stateblock->state.streams[i].stride != src_state->streams[i].stride
881 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
882 {
883 TRACE("Updating stream source %u to %p, stride to %u.\n",
884 i, src_state->streams[i].buffer,
885 src_state->streams[i].stride);
886
887 stateblock->state.streams[i].stride = src_state->streams[i].stride;
888 if (src_state->streams[i].buffer)
889 wined3d_buffer_incref(src_state->streams[i].buffer);
890 if (stateblock->state.streams[i].buffer)
891 wined3d_buffer_decref(stateblock->state.streams[i].buffer);
892 stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
893 }
894 }
895
896 map = stateblock->changed.streamFreq;
897 for (i = 0; map; map >>= 1, ++i)
898 {
899 if (!(map & 1)) continue;
900
901 if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
902 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
903 {
904 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
905 i, src_state->streams[i].frequency, src_state->streams[i].flags);
906
907 stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
908 stateblock->state.streams[i].flags = src_state->streams[i].flags;
909 }
910 }
911
912 map = stateblock->changed.clipplane;
913 for (i = 0; map; map >>= 1, ++i)
914 {
915 if (!(map & 1)) continue;
916
917 if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
918 {
919 TRACE("Updating clipplane %u.\n", i);
920 stateblock->state.clip_planes[i] = src_state->clip_planes[i];
921 }
922 }
923
924 /* Render */
925 for (i = 0; i < stateblock->num_contained_render_states; ++i)
926 {
927 enum wined3d_render_state rs = stateblock->contained_render_states[i];
928
929 TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
930
931 stateblock->state.render_states[rs] = src_state->render_states[rs];
932 }
933
934 /* Texture states */
935 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
936 {
937 DWORD stage = stateblock->contained_tss_states[i].stage;
938 DWORD state = stateblock->contained_tss_states[i].state;
939
940 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
941 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
942
943 stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
944 }
945
946 /* Samplers */
947 map = stateblock->changed.textures;
948 for (i = 0; map; map >>= 1, ++i)
949 {
950 if (!(map & 1)) continue;
951
952 TRACE("Updating texture %u to %p (was %p).\n",
953 i, src_state->textures[i], stateblock->state.textures[i]);
954
955 if (src_state->textures[i])
956 wined3d_texture_incref(src_state->textures[i]);
957 if (stateblock->state.textures[i])
958 wined3d_texture_decref(stateblock->state.textures[i]);
959 stateblock->state.textures[i] = src_state->textures[i];
960 }
961
962 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
963 {
964 DWORD stage = stateblock->contained_sampler_states[i].stage;
965 DWORD state = stateblock->contained_sampler_states[i].state;
966
967 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
968 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
969
970 stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
971 }
972
973 if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
974 {
975 if (src_state->pixel_shader)
976 wined3d_shader_incref(src_state->pixel_shader);
977 if (stateblock->state.pixel_shader)
978 wined3d_shader_decref(stateblock->state.pixel_shader);
979 stateblock->state.pixel_shader = src_state->pixel_shader;
980 }
981
982 wined3d_state_record_lights(&stateblock->state, src_state);
983
984 TRACE("Capture done.\n");
985 }
986
987 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
988 {
989 UINT i;
990
991 for (i = 0; i < LIGHTMAP_SIZE; ++i)
992 {
993 struct list *e;
994
995 LIST_FOR_EACH(e, &state->light_map[i])
996 {
997 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
998
999 wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
1000 wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
1001 }
1002 }
1003 }
1004
1005 void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
1006 {
1007 struct wined3d_device *device = stateblock->device;
1008 unsigned int i;
1009 DWORD map;
1010
1011 TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
1012
1013 if (stateblock->changed.vertexShader)
1014 wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader);
1015
1016 /* Vertex Shader Constants. */
1017 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
1018 {
1019 wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
1020 stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
1021 }
1022 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
1023 {
1024 wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
1025 stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
1026 }
1027 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
1028 {
1029 wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
1030 stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
1031 }
1032
1033 apply_lights(device, &stateblock->state);
1034
1035 if (stateblock->changed.pixelShader)
1036 wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader);
1037
1038 /* Pixel Shader Constants. */
1039 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
1040 {
1041 wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
1042 stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
1043 }
1044 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
1045 {
1046 wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
1047 stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
1048 }
1049 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
1050 {
1051 wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
1052 stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
1053 }
1054
1055 /* Render states. */
1056 for (i = 0; i < stateblock->num_contained_render_states; ++i)
1057 {
1058 wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
1059 stateblock->state.render_states[stateblock->contained_render_states[i]]);
1060 }
1061
1062 /* Texture states. */
1063 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
1064 {
1065 DWORD stage = stateblock->contained_tss_states[i].stage;
1066 DWORD state = stateblock->contained_tss_states[i].state;
1067
1068 wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
1069 }
1070
1071 /* Sampler states. */
1072 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
1073 {
1074 DWORD stage = stateblock->contained_sampler_states[i].stage;
1075 DWORD state = stateblock->contained_sampler_states[i].state;
1076 DWORD value = stateblock->state.sampler_states[stage][state];
1077
1078 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1079 wined3d_device_set_sampler_state(device, stage, state, value);
1080 }
1081
1082 /* Transform states. */
1083 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1084 {
1085 wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1086 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1087 }
1088
1089 if (stateblock->changed.primitive_type)
1090 {
1091 GLenum gl_primitive_type, prev;
1092
1093 if (device->recording)
1094 device->recording->changed.primitive_type = TRUE;
1095 gl_primitive_type = stateblock->state.gl_primitive_type;
1096 prev = device->update_state->gl_primitive_type;
1097 device->update_state->gl_primitive_type = gl_primitive_type;
1098 if (gl_primitive_type != prev && (gl_primitive_type == GL_POINTS || prev == GL_POINTS))
1099 device_invalidate_state(device, STATE_POINT_SIZE_ENABLE);
1100 }
1101
1102 if (stateblock->changed.indices)
1103 {
1104 wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format);
1105 wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1106 }
1107
1108 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1109 wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1110
1111 if (stateblock->changed.material)
1112 wined3d_device_set_material(device, &stateblock->state.material);
1113
1114 if (stateblock->changed.viewport)
1115 wined3d_device_set_viewport(device, &stateblock->state.viewport);
1116
1117 if (stateblock->changed.scissorRect)
1118 wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1119
1120 map = stateblock->changed.streamSource;
1121 for (i = 0; map; map >>= 1, ++i)
1122 {
1123 if (map & 1)
1124 wined3d_device_set_stream_source(device, i,
1125 stateblock->state.streams[i].buffer,
1126 0, stateblock->state.streams[i].stride);
1127 }
1128
1129 map = stateblock->changed.streamFreq;
1130 for (i = 0; map; map >>= 1, ++i)
1131 {
1132 if (map & 1)
1133 wined3d_device_set_stream_source_freq(device, i,
1134 stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1135 }
1136
1137 map = stateblock->changed.textures;
1138 for (i = 0; map; map >>= 1, ++i)
1139 {
1140 DWORD stage;
1141
1142 if (!(map & 1)) continue;
1143
1144 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1145 wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1146 }
1147
1148 map = stateblock->changed.clipplane;
1149 for (i = 0; map; map >>= 1, ++i)
1150 {
1151 if (!(map & 1)) continue;
1152
1153 wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
1154 }
1155
1156 stateblock->device->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1157 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1158 {
1159 if (stateblock->device->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
1160 {
1161 stateblock->device->state.lowest_disabled_stage = i;
1162 break;
1163 }
1164 }
1165
1166 TRACE("Applied stateblock %p.\n", stateblock);
1167 }
1168
1169 void state_init_default(struct wined3d_state *state, struct wined3d_device *device)
1170 {
1171 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1172 union
1173 {
1174 struct wined3d_line_pattern lp;
1175 DWORD d;
1176 } lp;
1177 union {
1178 float f;
1179 DWORD d;
1180 } tmpfloat;
1181 unsigned int i;
1182 struct wined3d_swapchain *swapchain;
1183 struct wined3d_surface *backbuffer;
1184 static const struct wined3d_matrix identity =
1185 {{{
1186 1.0f, 0.0f, 0.0f, 0.0f,
1187 0.0f, 1.0f, 0.0f, 0.0f,
1188 0.0f, 0.0f, 1.0f, 0.0f,
1189 0.0f, 0.0f, 0.0f, 1.0f,
1190 }}};
1191
1192 TRACE("state %p, device %p.\n", state, device);
1193
1194 /* Set some of the defaults for lights, transforms etc */
1195 state->transforms[WINED3D_TS_PROJECTION] = identity;
1196 state->transforms[WINED3D_TS_VIEW] = identity;
1197 for (i = 0; i < 256; ++i)
1198 {
1199 state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
1200 }
1201
1202 state->fb = &device->fb;
1203
1204 TRACE("Render states\n");
1205 /* Render states: */
1206 if (device->auto_depth_stencil)
1207 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1208 else
1209 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE;
1210 state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
1211 state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
1212 lp.lp.repeat_factor = 0;
1213 lp.lp.line_pattern = 0;
1214 state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1215 state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1216 state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1217 state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1218 state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1219 state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1220 state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW;
1221 state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1222 state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1223 state->render_states[WINED3D_RS_ALPHAREF] = 0;
1224 state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1225 state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1226 state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1227 state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1228 state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1229 state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1230 state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
1231 tmpfloat.f = 0.0f;
1232 state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1233 tmpfloat.f = 1.0f;
1234 state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1235 tmpfloat.f = 1.0f;
1236 state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1237 state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1238 state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1239 state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1240 state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1241 state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1242 state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1243 state->render_states[WINED3D_RS_STENCILREF] = 0;
1244 state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1245 state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1246 state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1247 state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1248 state->render_states[WINED3D_RS_WRAP0] = 0;
1249 state->render_states[WINED3D_RS_WRAP1] = 0;
1250 state->render_states[WINED3D_RS_WRAP2] = 0;
1251 state->render_states[WINED3D_RS_WRAP3] = 0;
1252 state->render_states[WINED3D_RS_WRAP4] = 0;
1253 state->render_states[WINED3D_RS_WRAP5] = 0;
1254 state->render_states[WINED3D_RS_WRAP6] = 0;
1255 state->render_states[WINED3D_RS_WRAP7] = 0;
1256 state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1257 state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1258 state->render_states[WINED3D_RS_AMBIENT] = 0;
1259 state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
1260 state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1261 state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1262 state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1263 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
1264 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
1265 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1266 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1267 state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1268 state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1269 state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1270 tmpfloat.f = 1.0f;
1271 state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1272 tmpfloat.f = 1.0f;
1273 state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1274 state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1275 state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1276 tmpfloat.f = 1.0f;
1277 state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1278 tmpfloat.f = 0.0f;
1279 state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1280 tmpfloat.f = 0.0f;
1281 state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1282 state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1283 state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1284 state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
1285 tmpfloat.f = 1.0f;
1286 state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1287 state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1288 tmpfloat.f = gl_info->limits.pointsize_max;
1289 state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1290 state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1291 state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
1292 tmpfloat.f = 0.0f;
1293 state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1294 state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1295 state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1296 state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1297 /* states new in d3d9 */
1298 state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1299 state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1300 tmpfloat.f = 1.0f;
1301 state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1302 state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1303 state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1304 tmpfloat.f = 0.0f;
1305 state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1306 state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1307 tmpfloat.f = 1.0f;
1308 state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1309 tmpfloat.f = 0.0f;
1310 state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1311 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1312 state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1313 state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1314 state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1315 state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1316 state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1317 state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
1318 state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
1319 state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
1320 state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
1321 state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1322 state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1323 state->render_states[WINED3D_RS_WRAP8] = 0;
1324 state->render_states[WINED3D_RS_WRAP9] = 0;
1325 state->render_states[WINED3D_RS_WRAP10] = 0;
1326 state->render_states[WINED3D_RS_WRAP11] = 0;
1327 state->render_states[WINED3D_RS_WRAP12] = 0;
1328 state->render_states[WINED3D_RS_WRAP13] = 0;
1329 state->render_states[WINED3D_RS_WRAP14] = 0;
1330 state->render_states[WINED3D_RS_WRAP15] = 0;
1331 state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1332 state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1333 state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1334 state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1335
1336 /* Texture Stage States - Put directly into state block, we will call function below */
1337 for (i = 0; i < MAX_TEXTURES; ++i)
1338 {
1339 TRACE("Setting up default texture states for texture Stage %u.\n", i);
1340 state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
1341 state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
1342 state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
1343 state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
1344 state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
1345 state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
1346 state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
1347 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
1348 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
1349 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
1350 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
1351 state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
1352 state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
1353 state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
1354 state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
1355 state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
1356 state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
1357 state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
1358 }
1359 state->lowest_disabled_stage = 1;
1360
1361 /* Sampler states*/
1362 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
1363 {
1364 TRACE("Setting up default samplers states for sampler %u.\n", i);
1365 state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
1366 state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
1367 state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
1368 state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
1369 state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
1370 state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
1371 state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
1372 state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
1373 state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
1374 state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
1375 state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
1376 /* TODO: Indicates which element of a multielement texture to use. */
1377 state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
1378 /* TODO: Vertex offset in the presampled displacement map. */
1379 state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
1380 }
1381
1382 for (i = 0; i < gl_info->limits.textures; ++i)
1383 {
1384 state->textures[i] = NULL;
1385 }
1386
1387 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1388 if ((swapchain = wined3d_device_get_swapchain(device, 0)))
1389 {
1390 if ((backbuffer = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3D_BACKBUFFER_TYPE_MONO)))
1391 {
1392 struct wined3d_resource_desc desc;
1393
1394 wined3d_resource_get_desc(&backbuffer->resource, &desc);
1395
1396 /* Set the default scissor rect values */
1397 state->scissor_rect.left = 0;
1398 state->scissor_rect.right = desc.width;
1399 state->scissor_rect.top = 0;
1400 state->scissor_rect.bottom = desc.height;
1401 }
1402
1403 /* Set the default viewport */
1404 state->viewport.x = 0;
1405 state->viewport.y = 0;
1406 state->viewport.width = swapchain->desc.backbuffer_width;
1407 state->viewport.height = swapchain->desc.backbuffer_height;
1408 state->viewport.min_z = 0.0f;
1409 state->viewport.max_z = 1.0f;
1410 }
1411
1412 TRACE("Done.\n");
1413 }
1414
1415 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1416 struct wined3d_device *device, enum wined3d_stateblock_type type)
1417 {
1418 HRESULT hr;
1419 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1420
1421 stateblock->ref = 1;
1422 stateblock->device = device;
1423
1424 if (FAILED(hr = state_init(&stateblock->state, d3d_info)))
1425 return hr;
1426
1427 if (FAILED(hr = stateblock_allocate_shader_constants(stateblock)))
1428 {
1429 state_cleanup(&stateblock->state);
1430 return hr;
1431 }
1432
1433 if (type == WINED3D_SBT_RECORDED)
1434 return WINED3D_OK;
1435
1436 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1437
1438 switch (type)
1439 {
1440 case WINED3D_SBT_ALL:
1441 stateblock_init_lights(stateblock, device->state.light_map);
1442 stateblock_savedstates_set_all(&stateblock->changed,
1443 d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
1444 break;
1445
1446 case WINED3D_SBT_PIXEL_STATE:
1447 stateblock_savedstates_set_pixel(&stateblock->changed,
1448 d3d_info->limits.ps_uniform_count);
1449 break;
1450
1451 case WINED3D_SBT_VERTEX_STATE:
1452 stateblock_init_lights(stateblock, device->state.light_map);
1453 stateblock_savedstates_set_vertex(&stateblock->changed,
1454 d3d_info->limits.vs_uniform_count);
1455 break;
1456
1457 default:
1458 FIXME("Unrecognized state block type %#x.\n", type);
1459 break;
1460 }
1461
1462 stateblock_init_contained_states(stateblock);
1463 wined3d_stateblock_capture(stateblock);
1464
1465 return WINED3D_OK;
1466 }
1467
1468 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1469 enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1470 {
1471 struct wined3d_stateblock *object;
1472 HRESULT hr;
1473
1474 TRACE("device %p, type %#x, stateblock %p.\n",
1475 device, type, stateblock);
1476
1477 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1478 if (!object)
1479 return E_OUTOFMEMORY;
1480
1481 hr = stateblock_init(object, device, type);
1482 if (FAILED(hr))
1483 {
1484 WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1485 HeapFree(GetProcessHeap(), 0, object);
1486 return hr;
1487 }
1488
1489 TRACE("Created stateblock %p.\n", object);
1490 *stateblock = object;
1491
1492 return WINED3D_OK;
1493 }