IWineD3DDeviceImpl *device = object->device;
/* Allocate space for floating point constants */
- object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(float) * device->d3d_pshader_constantF * 4);
- if (!object->pixelShaderConstantF) goto fail;
+ if (!object->state.ps_consts_f) goto fail;
object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(BOOL) * device->d3d_pshader_constantF);
if (!object->changed.pixelShaderConstantsF) goto fail;
- object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(float) * device->d3d_vshader_constantF * 4);
- if (!object->vertexShaderConstantF) goto fail;
+ if (!object->state.vs_consts_f) goto fail;
object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(BOOL) * device->d3d_vshader_constantF);
fail:
ERR("Failed to allocate memory\n");
- HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
+ HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f);
HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
- HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
+ HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
+ for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
states->clipplane = 0xffffffff;
states->pixelShaderConstantsB = 0xffff;
states->pixelShaderConstantsI = 0xffff;
struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
*dst_light = *src_light;
- list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
+ list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
}
}
}
if (!refCount) {
int counter;
- if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
+ if (This->state.vertex_declaration)
+ IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
{
- if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]);
+ if (This->state.textures[counter])
+ IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[counter]);
}
- for (counter = 0; counter < MAX_STREAMS; counter++) {
- if(This->streamSource[counter]) {
- if (IWineD3DBuffer_Release(This->streamSource[counter]))
+ for (counter = 0; counter < MAX_STREAMS; ++counter)
+ {
+ struct wined3d_buffer *buffer = This->state.streams[counter].buffer;
+ if (buffer)
+ {
+ if (IWineD3DBuffer_Release((IWineD3DBuffer *)buffer))
{
- TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
+ WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter);
}
}
}
- if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
- if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
- if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
+ if (This->state.index_buffer) IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
+ if (This->state.vertex_shader) IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
+ if (This->state.pixel_shader) IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
struct list *e1, *e2;
- LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter])
+ LIST_FOR_EACH_SAFE(e1, e2, &This->state.light_map[counter])
{
struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
list_remove(&light->entry);
}
}
- HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
+ HeapFree(GetProcessHeap(), 0, This->state.vs_consts_f);
HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
- HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
+ HeapFree(GetProcessHeap(), 0, This->state.ps_consts_f);
HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
return refCount;
}
-/**********************************************************
- * IWineD3DStateBlockImpl parts follows
- **********************************************************/
-static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
+static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
{
UINT i;
- /* Lights... For a recorded state block, we just had a chain of actions to perform,
- * so we need to walk that chain and update any actions which differ
- */
- for(i = 0; i < LIGHTMAP_SIZE; i++) {
+ /* Lights... For a recorded state block, we just had a chain of actions
+ * to perform, so we need to walk that chain and update any actions which
+ * differ. */
+ for (i = 0; i < LIGHTMAP_SIZE; ++i)
+ {
struct list *e, *f;
- LIST_FOR_EACH(e, &This->lightMap[i]) {
+ LIST_FOR_EACH(e, &dst_state->light_map[i])
+ {
BOOL updated = FALSE;
struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
/* Look up the light in the destination */
- LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
+ LIST_FOR_EACH(f, &src_state->light_map[i])
+ {
realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
if (realLight->OriginalIndex == src->OriginalIndex)
{
if (realLight->glIndex == -1 && src->glIndex != -1)
{
/* Light disabled */
- This->activeLights[src->glIndex] = NULL;
+ dst_state->lights[src->glIndex] = NULL;
}
else if (realLight->glIndex != -1 && src->glIndex == -1)
{
/* Light enabled */
- This->activeLights[realLight->glIndex] = src;
+ dst_state->lights[realLight->glIndex] = src;
}
src->glIndex = realLight->glIndex;
updated = TRUE;
{
/* This can happen if the light was originally created as a
* default light for SetLightEnable() while recording. */
- WARN("Light %u in stateblock %p does not exist in device stateblock %p.\n",
- src->OriginalIndex, This, targetStateBlock);
+ WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
+ src->OriginalIndex, dst_state, src_state);
src->OriginalParms = WINED3D_default_light;
if (src->glIndex != -1)
{
- This->activeLights[src->glIndex] = NULL;
+ dst_state->lights[src->glIndex] = NULL;
src->glIndex = -1;
}
}
static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- IWineD3DStateBlockImpl *targetStateBlock = This->device->stateBlock;
+ const struct wined3d_state *src_state = &This->device->stateBlock->state;
unsigned int i;
DWORD map;
- TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
+ TRACE("iface %p.\n", iface);
+
+ TRACE("Capturing state %p.\n", src_state);
- if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader)
+ if (This->changed.vertexShader && This->state.vertex_shader != src_state->vertex_shader)
{
- TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
+ TRACE("Updating vertex shader from %p to %p\n",
+ This->state.vertex_shader, src_state->vertex_shader);
- if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
- if (This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
- This->vertexShader = targetStateBlock->vertexShader;
+ if (src_state->vertex_shader)
+ IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)src_state->vertex_shader);
+ if (This->state.vertex_shader)
+ IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
+ This->state.vertex_shader = src_state->vertex_shader;
}
/* Vertex Shader Float Constants */
{
unsigned int idx = This->contained_vs_consts_f[i];
- TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
- This, targetStateBlock, idx,
- targetStateBlock->vertexShaderConstantF[idx * 4 + 0],
- targetStateBlock->vertexShaderConstantF[idx * 4 + 1],
- targetStateBlock->vertexShaderConstantF[idx * 4 + 2],
- targetStateBlock->vertexShaderConstantF[idx * 4 + 3]);
+ TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
+ src_state->vs_consts_f[idx * 4 + 0],
+ src_state->vs_consts_f[idx * 4 + 1],
+ src_state->vs_consts_f[idx * 4 + 2],
+ src_state->vs_consts_f[idx * 4 + 3]);
- This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0];
- This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1];
- This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2];
- This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3];
+ This->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
+ This->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
+ This->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
+ This->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
}
/* Vertex Shader Integer Constants */
{
unsigned int idx = This->contained_vs_consts_i[i];
- TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
- This, targetStateBlock, idx,
- targetStateBlock->vertexShaderConstantI[idx * 4 + 0],
- targetStateBlock->vertexShaderConstantI[idx * 4 + 1],
- targetStateBlock->vertexShaderConstantI[idx * 4 + 2],
- targetStateBlock->vertexShaderConstantI[idx * 4 + 3]);
+ TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
+ src_state->vs_consts_i[idx * 4 + 0],
+ src_state->vs_consts_i[idx * 4 + 1],
+ src_state->vs_consts_i[idx * 4 + 2],
+ src_state->vs_consts_i[idx * 4 + 3]);
- This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0];
- This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1];
- This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2];
- This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3];
+ This->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
+ This->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
+ This->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
+ This->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
}
/* Vertex Shader Boolean Constants */
{
unsigned int idx = This->contained_vs_consts_b[i];
- TRACE("Setting %p from %p %u to %s.\n",
- This, targetStateBlock, idx,
- targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE");
+ TRACE("Setting vs_consts_b[%u] to %s.\n",
+ idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
- This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[idx];
+ This->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
}
/* Pixel Shader Float Constants */
{
unsigned int idx = This->contained_ps_consts_f[i];
- TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
- This, targetStateBlock, idx,
- targetStateBlock->pixelShaderConstantF[idx * 4 + 0],
- targetStateBlock->pixelShaderConstantF[idx * 4 + 1],
- targetStateBlock->pixelShaderConstantF[idx * 4 + 2],
- targetStateBlock->pixelShaderConstantF[idx * 4 + 3]);
+ TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
+ src_state->ps_consts_f[idx * 4 + 0],
+ src_state->ps_consts_f[idx * 4 + 1],
+ src_state->ps_consts_f[idx * 4 + 2],
+ src_state->ps_consts_f[idx * 4 + 3]);
- This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0];
- This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1];
- This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2];
- This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3];
+ This->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
+ This->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
+ This->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
+ This->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
}
/* Pixel Shader Integer Constants */
for (i = 0; i < This->num_contained_ps_consts_i; ++i)
{
unsigned int idx = This->contained_ps_consts_i[i];
- TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
- This, targetStateBlock, idx,
- targetStateBlock->pixelShaderConstantI[idx * 4 + 0],
- targetStateBlock->pixelShaderConstantI[idx * 4 + 1],
- targetStateBlock->pixelShaderConstantI[idx * 4 + 2],
- targetStateBlock->pixelShaderConstantI[idx * 4 + 3]);
+ TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
+ src_state->ps_consts_i[idx * 4 + 0],
+ src_state->ps_consts_i[idx * 4 + 1],
+ src_state->ps_consts_i[idx * 4 + 2],
+ src_state->ps_consts_i[idx * 4 + 3]);
- This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0];
- This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1];
- This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2];
- This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3];
+ This->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
+ This->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
+ This->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
+ This->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
}
/* Pixel Shader Boolean Constants */
for (i = 0; i < This->num_contained_ps_consts_b; ++i)
{
unsigned int idx = This->contained_ps_consts_b[i];
- TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
- targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE");
+ TRACE("Setting ps_consts_b[%u] to %s.\n",
+ idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
- This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx];
+ This->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
}
/* Others + Render & Texture */
TRACE("Updating transform %#x.\n", transform);
- This->transforms[transform] = targetStateBlock->transforms[transform];
+ This->state.transforms[transform] = src_state->transforms[transform];
}
- if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
+ if (This->changed.primitive_type)
+ This->state.gl_primitive_type = src_state->gl_primitive_type;
if (This->changed.indices
- && ((This->pIndexData != targetStateBlock->pIndexData)
- || (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
- || (This->IndexFmt != targetStateBlock->IndexFmt)))
+ && ((This->state.index_buffer != src_state->index_buffer)
+ || (This->state.base_vertex_index != src_state->base_vertex_index)
+ || (This->state.index_format != src_state->index_format)))
{
- TRACE("Updating pIndexData to %p, baseVertexIndex to %d.\n",
- targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
+ TRACE("Updating index buffer to %p, base vertex index to %d.\n",
+ src_state->index_buffer, src_state->base_vertex_index);
- if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
- if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
- This->pIndexData = targetStateBlock->pIndexData;
- This->baseVertexIndex = targetStateBlock->baseVertexIndex;
- This->IndexFmt = targetStateBlock->IndexFmt;
+ if (src_state->index_buffer)
+ IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->index_buffer);
+ if (This->state.index_buffer)
+ IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
+ This->state.index_buffer = src_state->index_buffer;
+ This->state.base_vertex_index = src_state->base_vertex_index;
+ This->state.index_format = src_state->index_format;
}
- if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl)
+ if (This->changed.vertexDecl && This->state.vertex_declaration != src_state->vertex_declaration)
{
- TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl);
+ TRACE("Updating vertex declaration from %p to %p.\n",
+ This->state.vertex_declaration, src_state->vertex_declaration);
- if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
- if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
- This->vertexDecl = targetStateBlock->vertexDecl;
+ if (src_state->vertex_declaration)
+ IWineD3DVertexDeclaration_AddRef((IWineD3DVertexDeclaration *)src_state->vertex_declaration);
+ if (This->state.vertex_declaration)
+ IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
+ This->state.vertex_declaration = src_state->vertex_declaration;
}
- if (This->changed.material
- && memcmp(&targetStateBlock->material, &This->material, sizeof(This->material)))
+ if (This->changed.material && memcmp(&src_state->material, &This->state.material, sizeof(This->state.material)))
{
TRACE("Updating material.\n");
- This->material = targetStateBlock->material;
+ This->state.material = src_state->material;
}
- if (This->changed.viewport
- && memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(This->viewport)))
+ if (This->changed.viewport && memcmp(&src_state->viewport, &This->state.viewport, sizeof(This->state.viewport)))
{
TRACE("Updating viewport.\n");
- This->viewport = targetStateBlock->viewport;
+ This->state.viewport = src_state->viewport;
}
- if(This->changed.scissorRect
- && memcmp(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(This->scissorRect)))
+ if (This->changed.scissorRect && memcmp(&src_state->scissor_rect,
+ &This->state.scissor_rect, sizeof(This->state.scissor_rect)))
{
TRACE("Updating scissor rect.\n");
- targetStateBlock->scissorRect = This->scissorRect;
+ This->state.scissor_rect = src_state->scissor_rect;
}
map = This->changed.streamSource;
{
if (!(map & 1)) continue;
- if (This->streamStride[i] != targetStateBlock->streamStride[i]
- || This->streamSource[i] != targetStateBlock->streamSource[i])
+ if (This->state.streams[i].stride != src_state->streams[i].stride
+ || This->state.streams[i].buffer != src_state->streams[i].buffer)
{
TRACE("Updating stream source %u to %p, stride to %u.\n",
- i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
-
- This->streamStride[i] = targetStateBlock->streamStride[i];
- if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
- if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
- This->streamSource[i] = targetStateBlock->streamSource[i];
+ i, src_state->streams[i].buffer,
+ src_state->streams[i].stride);
+
+ This->state.streams[i].stride = src_state->streams[i].stride;
+ if (src_state->streams[i].buffer)
+ IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->streams[i].buffer);
+ if (This->state.streams[i].buffer)
+ IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.streams[i].buffer);
+ This->state.streams[i].buffer = src_state->streams[i].buffer;
}
}
{
if (!(map & 1)) continue;
- if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
- || This->streamFlags[i] != targetStateBlock->streamFlags[i])
+ if (This->state.streams[i].frequency != src_state->streams[i].frequency
+ || This->state.streams[i].flags != src_state->streams[i].flags)
{
TRACE("Updating stream frequency %u to %u flags to %#x.\n",
- i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
+ i, src_state->streams[i].frequency, src_state->streams[i].flags);
- This->streamFreq[i] = targetStateBlock->streamFreq[i];
- This->streamFlags[i] = targetStateBlock->streamFlags[i];
+ This->state.streams[i].frequency = src_state->streams[i].frequency;
+ This->state.streams[i].flags = src_state->streams[i].flags;
}
}
{
if (!(map & 1)) continue;
- if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
+ if (memcmp(src_state->clip_planes[i], This->state.clip_planes[i], sizeof(*This->state.clip_planes)))
{
TRACE("Updating clipplane %u.\n", i);
- memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
+ memcpy(This->state.clip_planes[i], src_state->clip_planes[i], sizeof(*This->state.clip_planes));
}
}
{
WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
- TRACE("Updating renderState %#x to %u.\n", rs, targetStateBlock->renderState[rs]);
+ TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
- This->renderState[rs] = targetStateBlock->renderState[rs];
+ This->state.render_states[rs] = src_state->render_states[rs];
}
/* Texture states */
DWORD stage = This->contained_tss_states[i].stage;
DWORD state = This->contained_tss_states[i].state;
- TRACE("Updating texturestage state %u, %u to %u (was %u).\n", stage, state,
- targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
+ TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
+ src_state->texture_states[stage][state], This->state.texture_states[stage][state]);
- This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
+ This->state.texture_states[stage][state] = src_state->texture_states[stage][state];
}
/* Samplers */
{
if (!(map & 1)) continue;
- TRACE("Updating texture %u to %p (was %p).\n", i, targetStateBlock->textures[i], This->textures[i]);
+ TRACE("Updating texture %u to %p (was %p).\n",
+ i, src_state->textures[i], This->state.textures[i]);
- if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
- if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
- This->textures[i] = targetStateBlock->textures[i];
+ if (src_state->textures[i])
+ IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)src_state->textures[i]);
+ if (This->state.textures[i])
+ IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[i]);
+ This->state.textures[i] = src_state->textures[i];
}
for (i = 0; i < This->num_contained_sampler_states; ++i)
DWORD stage = This->contained_sampler_states[i].stage;
DWORD state = This->contained_sampler_states[i].state;
- TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage, state,
- targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
+ TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
+ src_state->sampler_states[stage][state], This->state.sampler_states[stage][state]);
- This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
+ This->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
}
- if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader)
+ if (This->changed.pixelShader && This->state.pixel_shader != src_state->pixel_shader)
{
- if (targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
- if (This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
- This->pixelShader = targetStateBlock->pixelShader;
+ if (src_state->pixel_shader)
+ IWineD3DPixelShader_AddRef((IWineD3DPixelShader *)src_state->pixel_shader);
+ if (This->state.pixel_shader)
+ IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
+ This->state.pixel_shader = src_state->pixel_shader;
}
- record_lights(This, targetStateBlock);
+ wined3d_state_record_lights(&This->state, src_state);
- TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
+ TRACE("Captue done.\n");
return WINED3D_OK;
}
-static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This)
+static void apply_lights(IWineD3DDevice *device, const struct wined3d_state *state)
{
UINT i;
- for(i = 0; i < LIGHTMAP_SIZE; i++) {
+
+ for (i = 0; i < LIGHTMAP_SIZE; ++i)
+ {
struct list *e;
- LIST_FOR_EACH(e, &This->lightMap[i])
+ LIST_FOR_EACH(e, &state->light_map[i])
{
const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
- IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
- IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
+ IWineD3DDevice_SetLight(device, light->OriginalIndex, &light->OriginalParms);
+ IWineD3DDevice_SetLightEnable(device, light->OriginalIndex, light->glIndex != -1);
}
}
}
static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- IWineD3DDevice *pDevice = (IWineD3DDevice *)This->device;
+ IWineD3DDevice *device = (IWineD3DDevice *)This->device;
unsigned int i;
DWORD map;
- TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
+ TRACE("(%p) : Applying state block %p ------------------v\n", This, device);
TRACE("Blocktype: %d\n", This->blockType);
- if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
+ if (This->changed.vertexShader)
+ IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)This->state.vertex_shader);
/* Vertex Shader Constants */
for (i = 0; i < This->num_contained_vs_consts_f; ++i)
{
- IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
- This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
+ IWineD3DDevice_SetVertexShaderConstantF(device, This->contained_vs_consts_f[i],
+ This->state.vs_consts_f + This->contained_vs_consts_f[i] * 4, 1);
}
for (i = 0; i < This->num_contained_vs_consts_i; ++i)
{
- IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
- This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
+ IWineD3DDevice_SetVertexShaderConstantI(device, This->contained_vs_consts_i[i],
+ This->state.vs_consts_i + This->contained_vs_consts_i[i] * 4, 1);
}
for (i = 0; i < This->num_contained_vs_consts_b; ++i)
{
- IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
- This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
+ IWineD3DDevice_SetVertexShaderConstantB(device, This->contained_vs_consts_b[i],
+ This->state.vs_consts_b + This->contained_vs_consts_b[i], 1);
}
- apply_lights(pDevice, This);
+ apply_lights(device, &This->state);
- if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
+ if (This->changed.pixelShader)
+ IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)This->state.pixel_shader);
/* Pixel Shader Constants */
for (i = 0; i < This->num_contained_ps_consts_f; ++i)
{
- IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
- This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
+ IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
+ This->state.ps_consts_f + This->contained_ps_consts_f[i] * 4, 1);
}
for (i = 0; i < This->num_contained_ps_consts_i; ++i)
{
- IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
- This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
+ IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
+ This->state.ps_consts_i + This->contained_ps_consts_i[i] * 4, 1);
}
for (i = 0; i < This->num_contained_ps_consts_b; ++i)
{
- IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
- This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
+ IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
+ This->state.ps_consts_b + This->contained_ps_consts_b[i], 1);
}
/* Render */
for (i = 0; i < This->num_contained_render_states; ++i)
{
- IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
- This->renderState[This->contained_render_states[i]]);
+ IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
+ This->state.render_states[This->contained_render_states[i]]);
}
/* Texture states */
DWORD stage = This->contained_tss_states[i].stage;
DWORD state = This->contained_tss_states[i].state;
- IWineD3DDevice_SetTextureStageState(pDevice, stage, state, This->textureState[stage][state]);
+ IWineD3DDevice_SetTextureStageState(device, stage, state, This->state.texture_states[stage][state]);
}
/* Sampler states */
{
DWORD stage = This->contained_sampler_states[i].stage;
DWORD state = This->contained_sampler_states[i].state;
- DWORD value = This->samplerState[stage][state];
+ DWORD value = This->state.sampler_states[stage][state];
if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
- IWineD3DDevice_SetSamplerState(pDevice, stage, state, value);
+ IWineD3DDevice_SetSamplerState(device, stage, state, value);
}
for (i = 0; i < This->num_contained_transform_states; ++i)
{
- IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
- &This->transforms[This->contained_transform_states[i]]);
+ IWineD3DDevice_SetTransform(device, This->contained_transform_states[i],
+ &This->state.transforms[This->contained_transform_states[i]]);
}
if (This->changed.primitive_type)
{
This->device->updateStateBlock->changed.primitive_type = TRUE;
- This->device->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
+ This->device->updateStateBlock->state.gl_primitive_type = This->state.gl_primitive_type;
}
if (This->changed.indices)
{
- IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
- IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
+ IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)This->state.index_buffer, This->state.index_format);
+ IWineD3DDevice_SetBaseVertexIndex(device, This->state.base_vertex_index);
}
- if (This->changed.vertexDecl && This->vertexDecl)
+ if (This->changed.vertexDecl && This->state.vertex_declaration)
{
- IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
+ IWineD3DDevice_SetVertexDeclaration(device, (IWineD3DVertexDeclaration *)This->state.vertex_declaration);
}
if (This->changed.material)
{
- IWineD3DDevice_SetMaterial(pDevice, &This->material);
+ IWineD3DDevice_SetMaterial(device, &This->state.material);
}
if (This->changed.viewport)
{
- IWineD3DDevice_SetViewport(pDevice, &This->viewport);
+ IWineD3DDevice_SetViewport(device, &This->state.viewport);
}
if (This->changed.scissorRect)
{
- IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
+ IWineD3DDevice_SetScissorRect(device, &This->state.scissor_rect);
}
map = This->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
- if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
+ if (map & 1)
+ IWineD3DDevice_SetStreamSource(device, i,
+ (IWineD3DBuffer *)This->state.streams[i].buffer,
+ 0, This->state.streams[i].stride);
}
map = This->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
- if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
+ if (map & 1)
+ IWineD3DDevice_SetStreamSourceFreq(device, i,
+ This->state.streams[i].frequency | This->state.streams[i].flags);
}
map = This->changed.textures;
if (!(map & 1)) continue;
stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
- IWineD3DDevice_SetTexture(pDevice, stage, This->textures[i]);
+ IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)This->state.textures[i]);
}
map = This->changed.clipplane;
if (!(map & 1)) continue;
- clip[0] = This->clipplane[i][0];
- clip[1] = This->clipplane[i][1];
- clip[2] = This->clipplane[i][2];
- clip[3] = This->clipplane[i][3];
- IWineD3DDevice_SetClipPlane(pDevice, i, clip);
+ clip[0] = This->state.clip_planes[i][0];
+ clip[1] = This->state.clip_planes[i][1];
+ clip[2] = This->state.clip_planes[i][2];
+ clip[3] = This->state.clip_planes[i][3];
+ IWineD3DDevice_SetClipPlane(device, i, clip);
}
- This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
+ This->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
for (i = 0; i < MAX_TEXTURES - 1; ++i)
{
- if (This->device->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
+ if (This->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
{
- This->device->stateBlock->lowest_disabled_stage = i;
+ This->device->stateBlock->state.lowest_disabled_stage = i;
break;
}
}
- TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
+ TRACE("(%p) : Applied state block %p ------------------^\n", This, device);
return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- IWineD3DDevice *device = (IWineD3DDevice *)This->device;
- IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
- const struct wined3d_gl_info *gl_info = &ThisDevice->adapter->gl_info;
+void stateblock_init_default_state(IWineD3DStateBlockImpl *stateblock)
+{
+ IWineD3DDeviceImpl *device = stateblock->device;
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ struct wined3d_state *state = &stateblock->state;
union {
WINED3DLINEPATTERN lp;
DWORD d;
IWineD3DSurface *backbuffer;
HRESULT hr;
- /* Note this may have a large overhead but it should only be executed
- once, in order to initialize the complete state of the device and
- all opengl equivalents */
- TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, ThisDevice);
- /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
- This->blockType = WINED3DSBT_INIT;
+ TRACE("stateblock %p.\n", stateblock);
+
+ stateblock->blockType = WINED3DSBT_INIT;
/* Set some of the defaults for lights, transforms etc */
- memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
- memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
- for (i = 0; i < 256; ++i) {
- memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
+ memcpy(&state->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
+ memcpy(&state->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
+ for (i = 0; i < 256; ++i)
+ {
+ memcpy(&state->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
}
TRACE("Render states\n");
/* Render states: */
- if (ThisDevice->auto_depth_stencil_buffer != NULL) {
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
- } else {
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
- }
- IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
+ if (device->auto_depth_stencil)
+ state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_TRUE;
+ else
+ state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_FALSE;
+ state->render_states[WINED3DRS_FILLMODE] = WINED3DFILL_SOLID;
+ state->render_states[WINED3DRS_SHADEMODE] = WINED3DSHADE_GOURAUD;
lp.lp.wRepeatFactor = 0;
- lp.lp.wLinePattern = 0;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
+ lp.lp.wLinePattern = 0;
+ state->render_states[WINED3DRS_LINEPATTERN] = lp.d;
+ state->render_states[WINED3DRS_ZWRITEENABLE] = TRUE;
+ state->render_states[WINED3DRS_ALPHATESTENABLE] = FALSE;
+ state->render_states[WINED3DRS_LASTPIXEL] = TRUE;
+ state->render_states[WINED3DRS_SRCBLEND] = WINED3DBLEND_ONE;
+ state->render_states[WINED3DRS_DESTBLEND] = WINED3DBLEND_ZERO;
+ state->render_states[WINED3DRS_CULLMODE] = WINED3DCULL_CCW;
+ state->render_states[WINED3DRS_ZFUNC] = WINED3DCMP_LESSEQUAL;
+ state->render_states[WINED3DRS_ALPHAFUNC] = WINED3DCMP_ALWAYS;
+ state->render_states[WINED3DRS_ALPHAREF] = 0;
+ state->render_states[WINED3DRS_DITHERENABLE] = FALSE;
+ state->render_states[WINED3DRS_ALPHABLENDENABLE] = FALSE;
+ state->render_states[WINED3DRS_FOGENABLE] = FALSE;
+ state->render_states[WINED3DRS_SPECULARENABLE] = FALSE;
+ state->render_states[WINED3DRS_ZVISIBLE] = 0;
+ state->render_states[WINED3DRS_FOGCOLOR] = 0;
+ state->render_states[WINED3DRS_FOGTABLEMODE] = WINED3DFOG_NONE;
tmpfloat.f = 0.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
+ state->render_states[WINED3DRS_FOGSTART] = tmpfloat.d;
tmpfloat.f = 1.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
+ state->render_states[WINED3DRS_FOGEND] = tmpfloat.d;
tmpfloat.f = 1.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
+ state->render_states[WINED3DRS_FOGDENSITY] = tmpfloat.d;
+ state->render_states[WINED3DRS_EDGEANTIALIAS] = FALSE;
+ state->render_states[WINED3DRS_ZBIAS] = 0;
+ state->render_states[WINED3DRS_RANGEFOGENABLE] = FALSE;
+ state->render_states[WINED3DRS_STENCILENABLE] = FALSE;
+ state->render_states[WINED3DRS_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
+ state->render_states[WINED3DRS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
+ state->render_states[WINED3DRS_STENCILPASS] = WINED3DSTENCILOP_KEEP;
+ state->render_states[WINED3DRS_STENCILREF] = 0;
+ state->render_states[WINED3DRS_STENCILMASK] = 0xffffffff;
+ state->render_states[WINED3DRS_STENCILFUNC] = WINED3DCMP_ALWAYS;
+ state->render_states[WINED3DRS_STENCILWRITEMASK] = 0xffffffff;
+ state->render_states[WINED3DRS_TEXTUREFACTOR] = 0xffffffff;
+ state->render_states[WINED3DRS_WRAP0] = 0;
+ state->render_states[WINED3DRS_WRAP1] = 0;
+ state->render_states[WINED3DRS_WRAP2] = 0;
+ state->render_states[WINED3DRS_WRAP3] = 0;
+ state->render_states[WINED3DRS_WRAP4] = 0;
+ state->render_states[WINED3DRS_WRAP5] = 0;
+ state->render_states[WINED3DRS_WRAP6] = 0;
+ state->render_states[WINED3DRS_WRAP7] = 0;
+ state->render_states[WINED3DRS_CLIPPING] = TRUE;
+ state->render_states[WINED3DRS_LIGHTING] = TRUE;
+ state->render_states[WINED3DRS_AMBIENT] = 0;
+ state->render_states[WINED3DRS_FOGVERTEXMODE] = WINED3DFOG_NONE;
+ state->render_states[WINED3DRS_COLORVERTEX] = TRUE;
+ state->render_states[WINED3DRS_LOCALVIEWER] = TRUE;
+ state->render_states[WINED3DRS_NORMALIZENORMALS] = FALSE;
+ state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] = WINED3DMCS_COLOR1;
+ state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] = WINED3DMCS_COLOR2;
+ state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] = WINED3DMCS_MATERIAL;
+ state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] = WINED3DMCS_MATERIAL;
+ state->render_states[WINED3DRS_VERTEXBLEND] = WINED3DVBF_DISABLE;
+ state->render_states[WINED3DRS_CLIPPLANEENABLE] = 0;
+ state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING] = FALSE;
tmpfloat.f = 1.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
+ state->render_states[WINED3DRS_POINTSIZE] = tmpfloat.d;
tmpfloat.f = 1.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
+ state->render_states[WINED3DRS_POINTSIZE_MIN] = tmpfloat.d;
+ state->render_states[WINED3DRS_POINTSPRITEENABLE] = FALSE;
+ state->render_states[WINED3DRS_POINTSCALEENABLE] = FALSE;
tmpfloat.f = 1.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
+ state->render_states[WINED3DRS_POINTSCALE_A] = tmpfloat.d;
tmpfloat.f = 0.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
+ state->render_states[WINED3DRS_POINTSCALE_B] = tmpfloat.d;
tmpfloat.f = 0.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
+ state->render_states[WINED3DRS_POINTSCALE_C] = tmpfloat.d;
+ state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS] = TRUE;
+ state->render_states[WINED3DRS_MULTISAMPLEMASK] = 0xffffffff;
+ state->render_states[WINED3DRS_PATCHEDGESTYLE] = WINED3DPATCHEDGE_DISCRETE;
tmpfloat.f = 1.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
+ state->render_states[WINED3DRS_PATCHSEGMENTS] = tmpfloat.d;
+ state->render_states[WINED3DRS_DEBUGMONITORTOKEN] = 0xbaadcafe;
tmpfloat.f = gl_info->limits.pointsize_max;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
+ state->render_states[WINED3DRS_POINTSIZE_MAX] = tmpfloat.d;
+ state->render_states[WINED3DRS_INDEXEDVERTEXBLENDENABLE] = FALSE;
+ state->render_states[WINED3DRS_COLORWRITEENABLE] = 0x0000000f;
tmpfloat.f = 0.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
+ state->render_states[WINED3DRS_TWEENFACTOR] = tmpfloat.d;
+ state->render_states[WINED3DRS_BLENDOP] = WINED3DBLENDOP_ADD;
+ state->render_states[WINED3DRS_POSITIONDEGREE] = WINED3DDEGREE_CUBIC;
+ state->render_states[WINED3DRS_NORMALDEGREE] = WINED3DDEGREE_LINEAR;
/* states new in d3d9 */
- IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
+ state->render_states[WINED3DRS_SCISSORTESTENABLE] = FALSE;
+ state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS] = 0;
tmpfloat.f = 1.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
+ state->render_states[WINED3DRS_MINTESSELLATIONLEVEL] = tmpfloat.d;
+ state->render_states[WINED3DRS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
+ state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE] = FALSE;
tmpfloat.f = 0.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
+ state->render_states[WINED3DRS_ADAPTIVETESS_X] = tmpfloat.d;
+ state->render_states[WINED3DRS_ADAPTIVETESS_Y] = tmpfloat.d;
tmpfloat.f = 1.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
+ state->render_states[WINED3DRS_ADAPTIVETESS_Z] = tmpfloat.d;
tmpfloat.f = 0.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
+ state->render_states[WINED3DRS_ADAPTIVETESS_W] = tmpfloat.d;
+ state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION] = FALSE;
+ state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE] = FALSE;
+ state->render_states[WINED3DRS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
+ state->render_states[WINED3DRS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
+ state->render_states[WINED3DRS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP;
+ state->render_states[WINED3DRS_CCW_STENCILFUNC] = WINED3DCMP_ALWAYS;
+ state->render_states[WINED3DRS_COLORWRITEENABLE1] = 0x0000000f;
+ state->render_states[WINED3DRS_COLORWRITEENABLE2] = 0x0000000f;
+ state->render_states[WINED3DRS_COLORWRITEENABLE3] = 0x0000000f;
+ state->render_states[WINED3DRS_BLENDFACTOR] = 0xFFFFFFFF;
+ state->render_states[WINED3DRS_SRGBWRITEENABLE] = 0;
+ state->render_states[WINED3DRS_DEPTHBIAS] = 0;
+ state->render_states[WINED3DRS_WRAP8] = 0;
+ state->render_states[WINED3DRS_WRAP9] = 0;
+ state->render_states[WINED3DRS_WRAP10] = 0;
+ state->render_states[WINED3DRS_WRAP11] = 0;
+ state->render_states[WINED3DRS_WRAP12] = 0;
+ state->render_states[WINED3DRS_WRAP13] = 0;
+ state->render_states[WINED3DRS_WRAP14] = 0;
+ state->render_states[WINED3DRS_WRAP15] = 0;
+ state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE] = FALSE;
+ state->render_states[WINED3DRS_SRCBLENDALPHA] = WINED3DBLEND_ONE;
+ state->render_states[WINED3DRS_DESTBLENDALPHA] = WINED3DBLEND_ZERO;
+ state->render_states[WINED3DRS_BLENDOPALPHA] = WINED3DBLENDOP_ADD;
/* clipping status */
- This->clip_status.ClipUnion = 0;
- This->clip_status.ClipIntersection = 0xFFFFFFFF;
+ state->clip_status.ClipUnion = 0;
+ state->clip_status.ClipIntersection = 0xFFFFFFFF;
/* Texture Stage States - Put directly into state block, we will call function below */
- for (i = 0; i < MAX_TEXTURES; i++) {
- TRACE("Setting up default texture states for texture Stage %d\n", i);
- memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
- This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
- This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
- This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
- This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
- This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
- This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
- This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
- This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
- This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
- This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
- This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
- This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
- This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
- This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
- This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
- This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
- This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
- }
- This->lowest_disabled_stage = 1;
+ for (i = 0; i < MAX_TEXTURES; ++i)
+ {
+ TRACE("Setting up default texture states for texture Stage %u.\n", i);
+ memcpy(&state->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
+ state->texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
+ state->texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE;
+ state->texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT;
+ state->texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
+ state->texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE;
+ state->texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT;
+ state->texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0;
+ state->texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0;
+ state->texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0;
+ state->texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0;
+ state->texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i;
+ state->texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0;
+ state->texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0;
+ state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE;
+ state->texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT;
+ state->texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT;
+ state->texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT;
+ }
+ state->lowest_disabled_stage = 1;
/* Sampler states*/
- for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
- TRACE("Setting up default samplers states for sampler %d\n", i);
- This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
- This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
- This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
- This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
- This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
- This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
- This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
- This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
- This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
- This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
- This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
- This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
- This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
+ for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
+ {
+ TRACE("Setting up default samplers states for sampler %u.\n", i);
+ state->sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP;
+ state->sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP;
+ state->sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP;
+ state->sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0;
+ state->sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT;
+ state->sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT;
+ state->sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE;
+ state->sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0;
+ state->sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0;
+ state->sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1;
+ state->sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0;
+ /* TODO: Indicates which element of a multielement texture to use. */
+ state->sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0;
+ /* TODO: Vertex offset in the presampled displacement map. */
+ state->sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0;
}
for (i = 0; i < gl_info->limits.textures; ++i)
{
- /* Note: This avoids calling SetTexture, so pretend it has been called */
- This->changed.textures |= 1 << i;
- This->textures[i] = NULL;
+ state->textures[i] = NULL;
}
/* check the return values, because the GetBackBuffer call isn't valid for ddraw */
- hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
- if( hr == WINED3D_OK && swapchain != NULL) {
- WINED3DVIEWPORT vp;
-
+ hr = IWineD3DDevice_GetSwapChain((IWineD3DDevice *)device, 0, &swapchain);
+ if (SUCCEEDED(hr) && swapchain)
+ {
hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
if (SUCCEEDED(hr) && backbuffer)
{
WINED3DSURFACE_DESC desc;
- RECT scissorrect;
IWineD3DSurface_GetDesc(backbuffer, &desc);
IWineD3DSurface_Release(backbuffer);
/* Set the default scissor rect values */
- scissorrect.left = 0;
- scissorrect.right = desc.width;
- scissorrect.top = 0;
- scissorrect.bottom = desc.height;
- hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
- if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
+ state->scissor_rect.left = 0;
+ state->scissor_rect.right = desc.width;
+ state->scissor_rect.top = 0;
+ state->scissor_rect.bottom = desc.height;
}
/* Set the default viewport */
- vp.X = 0;
- vp.Y = 0;
- vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
- vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
- vp.MinZ = 0.0f;
- vp.MaxZ = 1.0f;
- IWineD3DDevice_SetViewport(device, &vp);
+ state->viewport.X = 0;
+ state->viewport.Y = 0;
+ state->viewport.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
+ state->viewport.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
+ state->viewport.MinZ = 0.0f;
+ state->viewport.MaxZ = 1.0f;
IWineD3DSwapChain_Release(swapchain);
}
- TRACE("-----------------------> Device defaults now set up...\n");
- return WINED3D_OK;
+ TRACE("Done.\n");
}
/**********************************************************
/* IWineD3DStateBlock */
IWineD3DStateBlockImpl_Capture,
IWineD3DStateBlockImpl_Apply,
- IWineD3DStateBlockImpl_InitStartupStateBlock
};
HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
for (i = 0; i < LIGHTMAP_SIZE; i++)
{
- list_init(&stateblock->lightMap[i]);
+ list_init(&stateblock->state.light_map[i]);
}
hr = stateblock_allocate_shader_constants(stateblock);
switch (type)
{
case WINED3DSBT_ALL:
- stateblock_init_lights(stateblock, device->stateBlock->lightMap);
+ stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
device->d3d_pshader_constantF);
break;
break;
case WINED3DSBT_VERTEXSTATE:
- stateblock_init_lights(stateblock, device->stateBlock->lightMap);
+ stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
break;