* Copyright 2002 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2005 Oliver Stieber
+ * Copyright 2007 Stefan Dösinger for CodeWeavers
+ * Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
-#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
-/***************************************
- * Stateblock helper functions follow
- **************************************/
+static const DWORD pixel_states_render[] =
+{
+ WINED3DRS_ALPHABLENDENABLE,
+ WINED3DRS_ALPHAFUNC,
+ WINED3DRS_ALPHAREF,
+ WINED3DRS_ALPHATESTENABLE,
+ WINED3DRS_ANTIALIASEDLINEENABLE,
+ WINED3DRS_BLENDFACTOR,
+ WINED3DRS_BLENDOP,
+ WINED3DRS_BLENDOPALPHA,
+ WINED3DRS_CCW_STENCILFAIL,
+ WINED3DRS_CCW_STENCILPASS,
+ WINED3DRS_CCW_STENCILZFAIL,
+ WINED3DRS_COLORWRITEENABLE,
+ WINED3DRS_COLORWRITEENABLE1,
+ WINED3DRS_COLORWRITEENABLE2,
+ WINED3DRS_COLORWRITEENABLE3,
+ WINED3DRS_DEPTHBIAS,
+ WINED3DRS_DESTBLEND,
+ WINED3DRS_DESTBLENDALPHA,
+ WINED3DRS_DITHERENABLE,
+ WINED3DRS_FILLMODE,
+ WINED3DRS_FOGDENSITY,
+ WINED3DRS_FOGEND,
+ WINED3DRS_FOGSTART,
+ WINED3DRS_LASTPIXEL,
+ WINED3DRS_SCISSORTESTENABLE,
+ WINED3DRS_SEPARATEALPHABLENDENABLE,
+ WINED3DRS_SHADEMODE,
+ WINED3DRS_SLOPESCALEDEPTHBIAS,
+ WINED3DRS_SRCBLEND,
+ WINED3DRS_SRCBLENDALPHA,
+ WINED3DRS_SRGBWRITEENABLE,
+ WINED3DRS_STENCILENABLE,
+ WINED3DRS_STENCILFAIL,
+ WINED3DRS_STENCILFUNC,
+ WINED3DRS_STENCILMASK,
+ WINED3DRS_STENCILPASS,
+ WINED3DRS_STENCILREF,
+ WINED3DRS_STENCILWRITEMASK,
+ WINED3DRS_STENCILZFAIL,
+ WINED3DRS_TEXTUREFACTOR,
+ WINED3DRS_TWOSIDEDSTENCILMODE,
+ WINED3DRS_WRAP0,
+ WINED3DRS_WRAP1,
+ WINED3DRS_WRAP10,
+ WINED3DRS_WRAP11,
+ WINED3DRS_WRAP12,
+ WINED3DRS_WRAP13,
+ WINED3DRS_WRAP14,
+ WINED3DRS_WRAP15,
+ WINED3DRS_WRAP2,
+ WINED3DRS_WRAP3,
+ WINED3DRS_WRAP4,
+ WINED3DRS_WRAP5,
+ WINED3DRS_WRAP6,
+ WINED3DRS_WRAP7,
+ WINED3DRS_WRAP8,
+ WINED3DRS_WRAP9,
+ WINED3DRS_ZENABLE,
+ WINED3DRS_ZFUNC,
+ WINED3DRS_ZWRITEENABLE,
+};
+
+static const DWORD pixel_states_texture[] =
+{
+ WINED3DTSS_ALPHAARG0,
+ WINED3DTSS_ALPHAARG1,
+ WINED3DTSS_ALPHAARG2,
+ WINED3DTSS_ALPHAOP,
+ WINED3DTSS_BUMPENVLOFFSET,
+ WINED3DTSS_BUMPENVLSCALE,
+ WINED3DTSS_BUMPENVMAT00,
+ WINED3DTSS_BUMPENVMAT01,
+ WINED3DTSS_BUMPENVMAT10,
+ WINED3DTSS_BUMPENVMAT11,
+ WINED3DTSS_COLORARG0,
+ WINED3DTSS_COLORARG1,
+ WINED3DTSS_COLORARG2,
+ WINED3DTSS_COLOROP,
+ WINED3DTSS_RESULTARG,
+ WINED3DTSS_TEXCOORDINDEX,
+ WINED3DTSS_TEXTURETRANSFORMFLAGS,
+};
+
+static const DWORD pixel_states_sampler[] =
+{
+ WINED3DSAMP_ADDRESSU,
+ WINED3DSAMP_ADDRESSV,
+ WINED3DSAMP_ADDRESSW,
+ WINED3DSAMP_BORDERCOLOR,
+ WINED3DSAMP_MAGFILTER,
+ WINED3DSAMP_MINFILTER,
+ WINED3DSAMP_MIPFILTER,
+ WINED3DSAMP_MIPMAPLODBIAS,
+ WINED3DSAMP_MAXMIPLEVEL,
+ WINED3DSAMP_MAXANISOTROPY,
+ WINED3DSAMP_SRGBTEXTURE,
+ WINED3DSAMP_ELEMENTINDEX,
+};
+
+static const DWORD vertex_states_render[] =
+{
+ WINED3DRS_ADAPTIVETESS_W,
+ WINED3DRS_ADAPTIVETESS_X,
+ WINED3DRS_ADAPTIVETESS_Y,
+ WINED3DRS_ADAPTIVETESS_Z,
+ WINED3DRS_AMBIENT,
+ WINED3DRS_AMBIENTMATERIALSOURCE,
+ WINED3DRS_CLIPPING,
+ WINED3DRS_CLIPPLANEENABLE,
+ WINED3DRS_COLORVERTEX,
+ WINED3DRS_CULLMODE,
+ WINED3DRS_DIFFUSEMATERIALSOURCE,
+ WINED3DRS_EMISSIVEMATERIALSOURCE,
+ WINED3DRS_ENABLEADAPTIVETESSELLATION,
+ WINED3DRS_FOGCOLOR,
+ WINED3DRS_FOGDENSITY,
+ WINED3DRS_FOGENABLE,
+ WINED3DRS_FOGEND,
+ WINED3DRS_FOGSTART,
+ WINED3DRS_FOGTABLEMODE,
+ WINED3DRS_FOGVERTEXMODE,
+ WINED3DRS_INDEXEDVERTEXBLENDENABLE,
+ WINED3DRS_LIGHTING,
+ WINED3DRS_LOCALVIEWER,
+ WINED3DRS_MAXTESSELLATIONLEVEL,
+ WINED3DRS_MINTESSELLATIONLEVEL,
+ WINED3DRS_MULTISAMPLEANTIALIAS,
+ WINED3DRS_MULTISAMPLEMASK,
+ WINED3DRS_NORMALDEGREE,
+ WINED3DRS_NORMALIZENORMALS,
+ WINED3DRS_PATCHEDGESTYLE,
+ WINED3DRS_POINTSCALE_A,
+ WINED3DRS_POINTSCALE_B,
+ WINED3DRS_POINTSCALE_C,
+ WINED3DRS_POINTSCALEENABLE,
+ WINED3DRS_POINTSIZE,
+ WINED3DRS_POINTSIZE_MAX,
+ WINED3DRS_POINTSIZE_MIN,
+ WINED3DRS_POINTSPRITEENABLE,
+ WINED3DRS_POSITIONDEGREE,
+ WINED3DRS_RANGEFOGENABLE,
+ WINED3DRS_SHADEMODE,
+ WINED3DRS_SPECULARENABLE,
+ WINED3DRS_SPECULARMATERIALSOURCE,
+ WINED3DRS_TWEENFACTOR,
+ WINED3DRS_VERTEXBLEND,
+};
-/** Allocates the correct amount of space for pixel and vertex shader constants,
+static const DWORD vertex_states_texture[] =
+{
+ WINED3DTSS_TEXCOORDINDEX,
+ WINED3DTSS_TEXTURETRANSFORMFLAGS,
+};
+
+static const DWORD vertex_states_sampler[] =
+{
+ WINED3DSAMP_DMAPOFFSET,
+};
+
+/* Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
*/
-HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
-
- IWineD3DStateBlockImpl *This = object;
-
-#define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
+static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
+{
+ IWineD3DDeviceImpl *device = object->device;
/* Allocate space for floating point constants */
- object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
- WINED3D_MEMCHECK(object->pixelShaderConstantF);
- object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
- WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
- object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
- WINED3D_MEMCHECK(object->vertexShaderConstantF);
- object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
- WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
- object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
- WINED3D_MEMCHECK(object->contained_vs_consts_f);
- object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
- WINED3D_MEMCHECK(object->contained_ps_consts_f);
-
- list_init(&object->set_vconstantsF);
- list_init(&object->set_pconstantsF);
-
-#undef WINED3D_MEMCHECK
+ object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ sizeof(float) * device->d3d_pshader_constantF * 4);
+ 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->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ sizeof(float) * device->d3d_vshader_constantF * 4);
+ if (!object->state.vs_consts_f) goto fail;
+
+ object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ sizeof(BOOL) * device->d3d_vshader_constantF);
+ if (!object->changed.vertexShaderConstantsF) goto fail;
+
+ object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
+ sizeof(DWORD) * device->d3d_vshader_constantF);
+ if (!object->contained_vs_consts_f) goto fail;
+
+ object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
+ sizeof(DWORD) * device->d3d_pshader_constantF);
+ if (!object->contained_ps_consts_f) goto fail;
return WINED3D_OK;
+
+fail:
+ ERR("Failed to allocate memory\n");
+ HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f);
+ HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
+ 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);
+ return E_OUTOFMEMORY;
}
-/** Copy all members of one stateblock to another */
-void stateblock_savedstates_copy(
- IWineD3DStateBlock* iface,
- SAVEDSTATES* dest,
- SAVEDSTATES* source) {
-
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- unsigned bsize = sizeof(BOOL);
+static inline void stateblock_set_bits(DWORD *map, UINT map_size)
+{
+ DWORD mask = (1 << (map_size & 0x1f)) - 1;
+ memset(map, 0xff, (map_size >> 5) * sizeof(*map));
+ if (mask) map[map_size >> 5] = mask;
+}
+
+/* Set all members of a stateblock savedstate to the given value */
+static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
+{
+ unsigned int i;
/* Single values */
- dest->indices = source->indices;
- dest->material = source->material;
- dest->fvf = source->fvf;
- dest->viewport = source->viewport;
- dest->vertexDecl = source->vertexDecl;
- dest->pixelShader = source->pixelShader;
- dest->vertexShader = source->vertexShader;
- dest->scissorRect = dest->scissorRect;
+ states->primitive_type = 1;
+ states->indices = 1;
+ states->material = 1;
+ states->viewport = 1;
+ states->vertexDecl = 1;
+ states->pixelShader = 1;
+ states->vertexShader = 1;
+ states->scissorRect = 1;
/* Fixed size arrays */
- memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
- memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
- memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
- memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
- memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
- memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
- memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
- memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
- memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
- memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
- memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
- memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
+ states->streamSource = 0xffff;
+ states->streamFreq = 0xffff;
+ states->textures = 0xfffff;
+ 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] = 0x3ffe;
+ states->clipplane = 0xffffffff;
+ states->pixelShaderConstantsB = 0xffff;
+ states->pixelShaderConstantsI = 0xffff;
+ states->vertexShaderConstantsB = 0xffff;
+ states->vertexShaderConstantsI = 0xffff;
/* Dynamically sized arrays */
- memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
- memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
+ memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
+ memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
}
-/** Set all members of a stateblock savedstate to the given value */
-void stateblock_savedstates_set(
- IWineD3DStateBlock* iface,
- SAVEDSTATES* states,
- BOOL value) {
-
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- unsigned bsize = sizeof(BOOL);
+static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
+{
+ DWORD texture_mask = 0;
+ WORD sampler_mask = 0;
+ unsigned int i;
- /* Single values */
- states->indices = value;
- states->material = value;
- states->fvf = value;
- states->viewport = value;
- states->vertexDecl = value;
- states->pixelShader = value;
- states->vertexShader = value;
- states->scissorRect = value;
+ states->pixelShader = 1;
- /* Fixed size arrays */
- memset(states->streamSource, value, bsize * MAX_STREAMS);
- memset(states->streamFreq, value, bsize * MAX_STREAMS);
- memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
- memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
- memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
- memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
- memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
- memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
- memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
- memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
- memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
- memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
+ for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
+ {
+ DWORD rs = pixel_states_render[i];
+ states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
+ }
- /* Dynamically sized arrays */
- memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
- memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
+ for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
+ texture_mask |= 1 << pixel_states_texture[i];
+ for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
+ for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
+ sampler_mask |= 1 << pixel_states_sampler[i];
+ for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
+ states->pixelShaderConstantsB = 0xffff;
+ states->pixelShaderConstantsI = 0xffff;
+
+ memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
+}
+
+static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
+{
+ DWORD texture_mask = 0;
+ WORD sampler_mask = 0;
+ unsigned int i;
+
+ states->vertexDecl = 1;
+ states->vertexShader = 1;
+
+ for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
+ {
+ DWORD rs = vertex_states_render[i];
+ states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
+ }
+
+ for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
+ texture_mask |= 1 << vertex_states_texture[i];
+ for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
+ for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
+ sampler_mask |= 1 << vertex_states_sampler[i];
+ for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
+ states->vertexShaderConstantsB = 0xffff;
+ states->vertexShaderConstantsI = 0xffff;
+
+ memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
}
-void stateblock_copy(
- IWineD3DStateBlock* destination,
- IWineD3DStateBlock* source) {
- int l;
-
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
- IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
-
- /* IUnknown fields */
- Dest->lpVtbl = This->lpVtbl;
- Dest->ref = This->ref;
-
- /* IWineD3DStateBlock information */
- Dest->parent = This->parent;
- Dest->wineD3DDevice = This->wineD3DDevice;
- Dest->blockType = This->blockType;
-
- /* Saved states */
- stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
-
- /* Single items */
- Dest->fvf = This->fvf;
- Dest->vertexDecl = This->vertexDecl;
- Dest->vertexShader = This->vertexShader;
- Dest->streamIsUP = This->streamIsUP;
- Dest->pIndexData = This->pIndexData;
- Dest->baseVertexIndex = This->baseVertexIndex;
- /* Dest->lights = This->lights; */
- Dest->clip_status = This->clip_status;
- Dest->viewport = This->viewport;
- Dest->material = This->material;
- Dest->pixelShader = This->pixelShader;
- Dest->glsl_program = This->glsl_program;
- memcpy(&Dest->scissorRect, &This->scissorRect, sizeof(Dest->scissorRect));
-
- /* Lights */
- memset(This->activeLights, 0, sizeof(This->activeLights));
- for(l = 0; l < LIGHTMAP_SIZE; l++) {
- struct list *e1, *e2;
- LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
- PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
- list_remove(&light->entry);
- HeapFree(GetProcessHeap(), 0, light);
+void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
+{
+ IWineD3DDeviceImpl *device = stateblock->device;
+ unsigned int i, j;
+
+ for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
+ {
+ DWORD map = stateblock->changed.renderState[i];
+ for (j = 0; map; map >>= 1, ++j)
+ {
+ if (!(map & 1)) continue;
+
+ stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
+ ++stateblock->num_contained_render_states;
}
+ }
+
+ for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
+ {
+ DWORD map = stateblock->changed.transform[i];
+ for (j = 0; map; map >>= 1, ++j)
+ {
+ if (!(map & 1)) continue;
- LIST_FOR_EACH(e1, &This->lightMap[l]) {
- PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
- light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
- memcpy(light2, light, sizeof(*light));
- list_add_tail(&Dest->lightMap[l], &light2->entry);
- if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
+ stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
+ ++stateblock->num_contained_transform_states;
}
}
- /* Fixed size arrays */
- memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
- memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
- memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
- memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
-
- memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
- memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
- memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
- memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
- memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
- memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
- memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
- memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
- memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
- memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
- memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
- memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
+ for (i = 0; i < device->d3d_vshader_constantF; ++i)
+ {
+ if (stateblock->changed.vertexShaderConstantsF[i])
+ {
+ stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
+ ++stateblock->num_contained_vs_consts_f;
+ }
+ }
- /* Dynamically sized arrays */
- memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
- memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ if (stateblock->changed.vertexShaderConstantsI & (1 << i))
+ {
+ stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
+ ++stateblock->num_contained_vs_consts_i;
+ }
+ }
+
+ for (i = 0; i < MAX_CONST_B; ++i)
+ {
+ if (stateblock->changed.vertexShaderConstantsB & (1 << i))
+ {
+ stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
+ ++stateblock->num_contained_vs_consts_b;
+ }
+ }
+
+ for (i = 0; i < device->d3d_pshader_constantF; ++i)
+ {
+ if (stateblock->changed.pixelShaderConstantsF[i])
+ {
+ stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
+ ++stateblock->num_contained_ps_consts_f;
+ }
+ }
+
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ if (stateblock->changed.pixelShaderConstantsI & (1 << i))
+ {
+ stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
+ ++stateblock->num_contained_ps_consts_i;
+ }
+ }
+
+ for (i = 0; i < MAX_CONST_B; ++i)
+ {
+ if (stateblock->changed.pixelShaderConstantsB & (1 << i))
+ {
+ stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
+ ++stateblock->num_contained_ps_consts_b;
+ }
+ }
+
+ for (i = 0; i < MAX_TEXTURES; ++i)
+ {
+ DWORD map = stateblock->changed.textureState[i];
+
+ for(j = 0; map; map >>= 1, ++j)
+ {
+ if (!(map & 1)) continue;
+
+ stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
+ stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
+ ++stateblock->num_contained_tss_states;
+ }
+ }
+
+ for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
+ {
+ DWORD map = stateblock->changed.samplerState[i];
+
+ for (j = 0; map; map >>= 1, ++j)
+ {
+ if (!(map & 1)) continue;
+
+ stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
+ stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
+ ++stateblock->num_contained_sampler_states;
+ }
+ }
+}
+
+static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
+{
+ unsigned int i;
+
+ for (i = 0; i < LIGHTMAP_SIZE; ++i)
+ {
+ const struct wined3d_light_info *src_light;
+
+ LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
+ {
+ struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
+
+ *dst_light = *src_light;
+ list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
+ }
+ }
}
/**********************************************************
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
- || IsEqualGUID(riid, &IID_IWineD3DBase)
- || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
+ || IsEqualGUID(riid, &IID_IWineD3DStateBlock))
+ {
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
if (!refCount) {
- constants_entry *constant, *constant2;
int counter;
- /* type 0 represents the primary stateblock, so free all the resources */
- if (This->blockType == WINED3DSBT_INIT) {
- /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
- for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
- if (This->textures[counter]) {
- /* release our 'internal' hold on the texture */
- if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
- TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
- }
- }
- }
+ if (This->state.vertex_declaration)
+ IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
+
+ for (counter = 0; counter < MAX_COMBINED_SAMPLERS; 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(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
- TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, 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))
+ {
+ WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter);
}
}
}
- if(This->pIndexData) IWineD3DIndexBuffer_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]) {
- PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
+ 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, light);
}
}
- 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);
-
- LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
- HeapFree(GetProcessHeap(), 0, constant);
- }
-
- LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
- HeapFree(GetProcessHeap(), 0, constant);
- }
-
HeapFree(GetProcessHeap(), 0, This);
}
return refCount;
}
-/**********************************************************
- * IWineD3DStateBlockImpl parts follows
- **********************************************************/
-static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- IUnknown_AddRef(This->parent);
- *pParent = This->parent;
- return WINED3D_OK;
-}
-
-static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
-
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
-
- *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
- IWineD3DDevice_AddRef(*ppDevice);
- return WINED3D_OK;
-
-}
-
-static inline void record_lights(IWineD3DStateBlockImpl *This, 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;
- PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
- if(!src->changed || !src->enabledChanged) continue;
+ 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]) {
- realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
- if(realLight->OriginalIndex == src->OriginalIndex) {
- if(src->changed) {
- memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(src->OriginalParms));
+ LIST_FOR_EACH(f, &src_state->light_map[i])
+ {
+ realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
+ if (realLight->OriginalIndex == src->OriginalIndex)
+ {
+ src->OriginalParms = realLight->OriginalParms;
+
+ if (realLight->glIndex == -1 && src->glIndex != -1)
+ {
+ /* Light disabled */
+ dst_state->lights[src->glIndex] = NULL;
}
- if(src->enabledChanged) {
- /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
- * or disabled -> enabled -> disabled changes
- */
- if(realLight->glIndex == -1 && src->glIndex != -1) {
- /* Light disabled */
- This->activeLights[src->glIndex] = NULL;
- } else if(realLight->glIndex != -1 && src->glIndex == -1){
- /* Light enabled */
- This->activeLights[realLight->glIndex] = src;
- }
- src->glIndex = realLight->glIndex;
+ else if (realLight->glIndex != -1 && src->glIndex == -1)
+ {
+ /* Light enabled */
+ dst_state->lights[realLight->glIndex] = src;
}
+ src->glIndex = realLight->glIndex;
updated = TRUE;
break;
}
}
- if(updated) {
- /* Found a light, all done, proceed with next hash entry */
- continue;
- } else if(src->changed) {
- /* Otherwise assign defaul params */
- memcpy(&src->OriginalParms, &WINED3D_default_light, sizeof(src->OriginalParms));
- } else {
- /* Not enabled by default */
- src->glIndex = -1;
+ if (!updated)
+ {
+ /* This can happen if the light was originally created as a
+ * default light for SetLightEnable() while recording. */
+ 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)
+ {
+ dst_state->lights[src->glIndex] = NULL;
+ src->glIndex = -1;
+ }
}
}
}
}
-static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
+static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
+{
+ IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
+ const struct wined3d_state *src_state = &This->device->stateBlock->state;
+ unsigned int i;
+ DWORD map;
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
- unsigned int i, j;
+ TRACE("iface %p.\n", iface);
- TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
+ TRACE("Capturing state %p.\n", src_state);
- /* If not recorded, then update can just recapture */
- if (This->blockType == WINED3DSBT_RECORDED) {
+ if (This->changed.vertexShader && This->state.vertex_shader != src_state->vertex_shader)
+ {
+ TRACE("Updating vertex shader from %p to %p\n",
+ This->state.vertex_shader, src_state->vertex_shader);
- /* Recorded => Only update 'changed' values */
- if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
- TRACE("Updating vertex shader from %p to %p\n", 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;
+ }
- if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
- if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
- This->vertexShader = targetStateBlock->vertexShader;
- }
+ /* Vertex Shader Float Constants */
+ for (i = 0; i < This->num_contained_vs_consts_f; ++i)
+ {
+ unsigned int idx = This->contained_vs_consts_f[i];
+
+ 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->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 Float Constants */
- for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
- i = This->contained_vs_consts_f[j];
- TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
- targetStateBlock->vertexShaderConstantF[i * 4],
- targetStateBlock->vertexShaderConstantF[i * 4 + 1],
- targetStateBlock->vertexShaderConstantF[i * 4 + 2],
- targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
-
- This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
- This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
- This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
- This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
- }
+ /* Vertex Shader Integer Constants */
+ for (i = 0; i < This->num_contained_vs_consts_i; ++i)
+ {
+ unsigned int idx = This->contained_vs_consts_i[i];
+
+ 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->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 Integer Constants */
- for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
- i = This->contained_vs_consts_i[j];
- TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
- targetStateBlock->vertexShaderConstantI[i * 4],
- targetStateBlock->vertexShaderConstantI[i * 4 + 1],
- targetStateBlock->vertexShaderConstantI[i * 4 + 2],
- targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
-
- This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
- This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
- This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
- This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
- }
+ /* Vertex Shader Boolean Constants */
+ for (i = 0; i < This->num_contained_vs_consts_b; ++i)
+ {
+ unsigned int idx = This->contained_vs_consts_b[i];
- /* Vertex Shader Boolean Constants */
- for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
- i = This->contained_vs_consts_b[j];
- TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
- targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
+ TRACE("Setting vs_consts_b[%u] to %s.\n",
+ idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
- This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
- }
+ This->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
+ }
- /* Pixel Shader Float Constants */
- for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
- i = This->contained_ps_consts_f[j];
- TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
- targetStateBlock->pixelShaderConstantF[i * 4],
- targetStateBlock->pixelShaderConstantF[i * 4 + 1],
- targetStateBlock->pixelShaderConstantF[i * 4 + 2],
- targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
-
- This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
- This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
- This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
- This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
- }
+ /* Pixel Shader Float Constants */
+ for (i = 0; i < This->num_contained_ps_consts_f; ++i)
+ {
+ unsigned int idx = This->contained_ps_consts_f[i];
+
+ 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->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 (j = 0; j < This->num_contained_ps_consts_i; ++j) {
- i = This->contained_ps_consts_i[j];
- TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
- targetStateBlock->pixelShaderConstantI[i * 4],
- targetStateBlock->pixelShaderConstantI[i * 4 + 1],
- targetStateBlock->pixelShaderConstantI[i * 4 + 2],
- targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
-
- This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
- This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
- This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
- This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 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 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->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 (j = 0; j < This->num_contained_ps_consts_b; ++j) {
- i = This->contained_ps_consts_b[j];
- TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
- targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
+ /* 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 ps_consts_b[%u] to %s.\n",
+ idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
- This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
- }
+ This->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
+ }
- /* Others + Render & Texture */
- for (i = 0; i < This->num_contained_transform_states; i++) {
- TRACE("Updating transform %d\n", i);
- memcpy(&This->transforms[This->contained_transform_states[i]],
- &targetStateBlock->transforms[This->contained_transform_states[i]],
- sizeof(WINED3DMATRIX));
- }
+ /* Others + Render & Texture */
+ for (i = 0; i < This->num_contained_transform_states; ++i)
+ {
+ WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
- if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
- || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
- TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
- targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
- if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
- if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
- This->pIndexData = targetStateBlock->pIndexData;
- This->baseVertexIndex = targetStateBlock->baseVertexIndex;
- }
+ TRACE("Updating transform %#x.\n", transform);
- if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
- TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
+ This->state.transforms[transform] = src_state->transforms[transform];
+ }
- This->vertexDecl = targetStateBlock->vertexDecl;
- }
+ if (This->changed.primitive_type)
+ This->state.gl_primitive_type = src_state->gl_primitive_type;
+
+ if (This->changed.indices
+ && ((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 index buffer to %p, base vertex index to %d.\n",
+ src_state->index_buffer, src_state->base_vertex_index);
+
+ 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.fvf && This->fvf != targetStateBlock->fvf){
- This->fvf = targetStateBlock->fvf;
- }
+ if (This->changed.vertexDecl && This->state.vertex_declaration != src_state->vertex_declaration)
+ {
+ TRACE("Updating vertex declaration from %p to %p.\n",
+ This->state.vertex_declaration, src_state->vertex_declaration);
- if (This->changed.material && memcmp(&targetStateBlock->material,
- &This->material,
- sizeof(WINED3DMATERIAL)) != 0) {
- TRACE("Updating material\n");
- memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
- }
+ 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.viewport && memcmp(&targetStateBlock->viewport,
- &This->viewport,
- sizeof(WINED3DVIEWPORT)) != 0) {
- TRACE("Updating viewport\n");
- memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
- }
+ if (This->changed.material && memcmp(&src_state->material, &This->state.material, sizeof(This->state.material)))
+ {
+ TRACE("Updating material.\n");
+
+ This->state.material = src_state->material;
+ }
+
+ if (This->changed.viewport && memcmp(&src_state->viewport, &This->state.viewport, sizeof(This->state.viewport)))
+ {
+ TRACE("Updating viewport.\n");
- if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
- &This->scissorRect,
- sizeof(targetStateBlock->scissorRect)))
+ This->state.viewport = src_state->viewport;
+ }
+
+ if (This->changed.scissorRect && memcmp(&src_state->scissor_rect,
+ &This->state.scissor_rect, sizeof(This->state.scissor_rect)))
+ {
+ TRACE("Updating scissor rect.\n");
+
+ This->state.scissor_rect = src_state->scissor_rect;
+ }
+
+ map = This->changed.streamSource;
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ if (!(map & 1)) continue;
+
+ if (This->state.streams[i].stride != src_state->streams[i].stride
+ || This->state.streams[i].buffer != src_state->streams[i].buffer)
{
- TRACE("Updating scissor rect\n");
- memcpy(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(targetStateBlock->scissorRect));
+ TRACE("Updating stream source %u to %p, stride to %u.\n",
+ 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;
}
+ }
- for (i = 0; i < MAX_STREAMS; i++) {
- if (This->changed.streamSource[i] &&
- ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
- (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
- TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
- targetStateBlock->streamStride[i]);
- This->streamStride[i] = targetStateBlock->streamStride[i];
- if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
- if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
- This->streamSource[i] = targetStateBlock->streamSource[i];
- }
+ map = This->changed.streamFreq;
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ if (!(map & 1)) continue;
- if (This->changed.streamFreq[i] &&
- (This->streamFreq[i] != targetStateBlock->streamFreq[i]
- || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
- TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
- targetStateBlock->streamFlags[i]);
- 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, src_state->streams[i].frequency, src_state->streams[i].flags);
+
+ This->state.streams[i].frequency = src_state->streams[i].frequency;
+ This->state.streams[i].flags = src_state->streams[i].flags;
}
+ }
- for (i = 0; i < GL_LIMITS(clipplanes); i++) {
- if (This->changed.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
- &This->clipplane[i],
- sizeof(This->clipplane)) != 0) {
+ map = This->changed.clipplane;
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ if (!(map & 1)) continue;
- TRACE("Updating clipplane %d\n", i);
- memcpy(&This->clipplane[i], &targetStateBlock->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->state.clip_planes[i], src_state->clip_planes[i], sizeof(*This->state.clip_planes));
}
+ }
- /* Render */
- for (i = 0; i < This->num_contained_render_states; i++) {
- TRACE("Updating renderState %d to %d\n",
- This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
- This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
- }
+ /* Render */
+ for (i = 0; i < This->num_contained_render_states; ++i)
+ {
+ WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
- /* Texture states */
- for (j = 0; j < This->num_contained_tss_states; j++) {
- DWORD stage = This->contained_tss_states[j].stage;
- DWORD state = This->contained_tss_states[j].state;
+ TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
- TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
- targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
- This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
- }
+ This->state.render_states[rs] = src_state->render_states[rs];
+ }
- /* Samplers */
- /* TODO: move over to using memcpy */
- for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
- if (This->changed.textures[j]) {
- TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
- This->textures[j] = targetStateBlock->textures[j];
- }
- }
+ /* Texture states */
+ for (i = 0; i < This->num_contained_tss_states; ++i)
+ {
+ DWORD stage = This->contained_tss_states[i].stage;
+ DWORD state = This->contained_tss_states[i].state;
- for (j = 0; j < This->num_contained_sampler_states; j++) {
- DWORD stage = This->contained_sampler_states[j].stage;
- DWORD state = This->contained_sampler_states[j].state;
- TRACE("Updating sampler state %d,%d to %d (was %d)\n",
- stage, state, targetStateBlock->samplerState[stage][state],
- This->samplerState[stage][state]);
- This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
- }
- if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
- if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
- if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
- This->pixelShader = targetStateBlock->pixelShader;
- }
+ 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]);
- record_lights(This, targetStateBlock);
- } else if(This->blockType == WINED3DSBT_ALL) {
- This->vertexDecl = targetStateBlock->vertexDecl;
- memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
- memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
- memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
- memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
- memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
- memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
- memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
- This->baseVertexIndex = targetStateBlock->baseVertexIndex;
- memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
- record_lights(This, targetStateBlock);
- memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
- This->clip_status = targetStateBlock->clip_status;
- This->viewport = targetStateBlock->viewport;
- This->material = targetStateBlock->material;
- memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
- memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
- memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
- memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
- memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
- memcpy(This->textureDimensions, targetStateBlock->textureDimensions, sizeof(This->textureDimensions));
- memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
- memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
- This->scissorRect = targetStateBlock->scissorRect;
-
- if(targetStateBlock->pIndexData != This->pIndexData) {
- if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
- if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
- This->pIndexData = targetStateBlock->pIndexData;
- }
- for(i = 0; i < MAX_STREAMS; i++) {
- if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
- if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
- if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
- This->streamSource[i] = targetStateBlock->streamSource[i];
- }
- }
- if(This->vertexShader != targetStateBlock->vertexShader) {
- if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
- if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
- This->vertexShader = targetStateBlock->vertexShader;
- }
- if(This->pixelShader != targetStateBlock->pixelShader) {
- if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
- if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
- This->pixelShader = targetStateBlock->pixelShader;
- }
- } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
- memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
- memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
- memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
- record_lights(This, targetStateBlock);
- for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
- This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
- }
- for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
- for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
- This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
- }
- }
- for (j = 0; j < MAX_TEXTURES; j++) {
- for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
- This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
- }
- }
- for(i = 0; i < MAX_STREAMS; i++) {
- if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
- if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
- if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
- This->streamSource[i] = targetStateBlock->streamSource[i];
- }
- }
- if(This->vertexShader != targetStateBlock->vertexShader) {
- if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
- if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
- This->vertexShader = targetStateBlock->vertexShader;
- }
- } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
- memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
- memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
- memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
- for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
- This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
- }
- for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
- for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
- This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
- }
- }
- for (j = 0; j < MAX_TEXTURES; j++) {
- for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
- This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
- }
- }
- if(This->pixelShader != targetStateBlock->pixelShader) {
- if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
- if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
- This->pixelShader = targetStateBlock->pixelShader;
- }
+ This->state.texture_states[stage][state] = src_state->texture_states[stage][state];
+ }
+
+ /* Samplers */
+ map = This->changed.textures;
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ if (!(map & 1)) continue;
+
+ TRACE("Updating texture %u to %p (was %p).\n",
+ i, src_state->textures[i], This->state.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 %#x (was %#x).\n", stage, state,
+ src_state->sampler_states[stage][state], This->state.sampler_states[stage][state]);
+
+ This->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
+ }
+
+ if (This->changed.pixelShader && This->state.pixel_shader != src_state->pixel_shader)
+ {
+ 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;
}
- TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
+ wined3d_state_record_lights(&This->state, src_state);
+
+ TRACE("Captue done.\n");
return WINED3D_OK;
}
-static inline void apply_lights(IWineD3DDevice *pDevice, 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]) {
- PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
+ LIST_FOR_EACH(e, &state->light_map[i])
+ {
+ const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
- if(light->changed) {
- IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
- }
- if(light->enabledChanged) {
- 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){
+static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
+{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
-
-/*Copy thing over to updateBlock is isRecording otherwise StateBlock,
-should really perform a delta so that only the changes get updated*/
-
- UINT i;
- UINT j;
+ 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->blockType == WINED3DSBT_RECORDED) {
- if (This->changed.vertexShader) {
- IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
- }
- /* 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);
- }
- 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);
- }
- 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);
- }
-
- apply_lights(pDevice, This);
+ if (This->changed.vertexShader)
+ IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)This->state.vertex_shader);
- if (This->changed.pixelShader) {
- IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
- }
- /* 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);
- }
- 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);
- }
- 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);
- }
+ /* Vertex Shader Constants */
+ for (i = 0; i < This->num_contained_vs_consts_f; ++i)
+ {
+ 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(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(device, This->contained_vs_consts_b[i],
+ This->state.vs_consts_b + This->contained_vs_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]]);
- }
- /* Texture states */
- for (i = 0; i < This->num_contained_tss_states; i++) {
- DWORD stage = This->contained_tss_states[i].stage;
- DWORD state = This->contained_tss_states[i].state;
- ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
- ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
- /* TODO: Record a display list to apply all gl states. For now apply by brute force */
- IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
- }
- /* Sampler states */
- 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;
- ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
- ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
- IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
- }
+ apply_lights(device, &This->state);
- 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]]);
- }
+ if (This->changed.pixelShader)
+ IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)This->state.pixel_shader);
- if (This->changed.indices) {
- IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
- IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
- }
+ /* Pixel Shader Constants */
+ for (i = 0; i < This->num_contained_ps_consts_f; ++i)
+ {
+ 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(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(device, This->contained_ps_consts_b[i],
+ This->state.ps_consts_b + This->contained_ps_consts_b[i], 1);
+ }
- if (This->changed.fvf) {
- IWineD3DDevice_SetFVF(pDevice, This->fvf);
- }
+ /* Render */
+ for (i = 0; i < This->num_contained_render_states; ++i)
+ {
+ IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
+ This->state.render_states[This->contained_render_states[i]]);
+ }
- if (This->changed.vertexDecl) {
- IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
- }
+ /* Texture states */
+ for (i = 0; i < This->num_contained_tss_states; ++i)
+ {
+ DWORD stage = This->contained_tss_states[i].stage;
+ DWORD state = This->contained_tss_states[i].state;
- if (This->changed.material ) {
- IWineD3DDevice_SetMaterial(pDevice, &This->material);
- }
+ IWineD3DDevice_SetTextureStageState(device, stage, state, This->state.texture_states[stage][state]);
+ }
- if (This->changed.viewport) {
- IWineD3DDevice_SetViewport(pDevice, &This->viewport);
- }
+ /* Sampler states */
+ 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;
+ DWORD value = This->state.sampler_states[stage][state];
- if (This->changed.scissorRect) {
- IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
- }
+ if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
+ IWineD3DDevice_SetSamplerState(device, stage, state, value);
+ }
- /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
- for (i=0; i<MAX_STREAMS; i++) {
- if (This->changed.streamSource[i])
- IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
+ for (i = 0; i < This->num_contained_transform_states; ++i)
+ {
+ IWineD3DDevice_SetTransform(device, This->contained_transform_states[i],
+ &This->state.transforms[This->contained_transform_states[i]]);
+ }
- if (This->changed.streamFreq[i])
- IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
- }
- for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
- if (This->changed.textures[j]) {
- if (j < MAX_FRAGMENT_SAMPLERS) {
- IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
- } else {
- IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
- }
- }
- }
+ if (This->changed.primitive_type)
+ {
+ This->device->updateStateBlock->changed.primitive_type = TRUE;
+ This->device->updateStateBlock->state.gl_primitive_type = This->state.gl_primitive_type;
+ }
- for (i = 0; i < GL_LIMITS(clipplanes); i++) {
- if (This->changed.clipplane[i]) {
- float clip[4];
+ if (This->changed.indices)
+ {
+ IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)This->state.index_buffer, This->state.index_format);
+ IWineD3DDevice_SetBaseVertexIndex(device, This->state.base_vertex_index);
+ }
- 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);
- }
- }
+ if (This->changed.vertexDecl && This->state.vertex_declaration)
+ {
+ IWineD3DDevice_SetVertexDeclaration(device, (IWineD3DVertexDeclaration *)This->state.vertex_declaration);
+ }
- } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
- IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
- for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
- IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
- This->vertexShaderConstantF + i * 4, 1);
- }
- for (i = 0; i < MAX_CONST_I; i++) {
- IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
- This->vertexShaderConstantI + i * 4, 1);
- }
- for (i = 0; i < MAX_CONST_B; i++) {
- IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
- This->vertexShaderConstantB + i, 1);
- }
+ if (This->changed.material)
+ {
+ IWineD3DDevice_SetMaterial(device, &This->state.material);
+ }
- apply_lights(pDevice, This);
+ if (This->changed.viewport)
+ {
+ IWineD3DDevice_SetViewport(device, &This->state.viewport);
+ }
- for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
- IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
- }
- for(j = 0; j < MAX_TEXTURES; j++) {
- for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
- IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
- This->textureState[j][SavedVertexStates_T[i]]);
- }
- }
+ if (This->changed.scissorRect)
+ {
+ IWineD3DDevice_SetScissorRect(device, &This->state.scissor_rect);
+ }
- for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
- for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
- IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
- This->samplerState[j][SavedVertexStates_S[i]]);
- }
- }
- for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
- for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
- IWineD3DDevice_SetSamplerState(pDevice,
- WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
- SavedVertexStates_S[i],
- This->samplerState[j][SavedVertexStates_S[i]]);
- }
- }
- } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
- IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
- for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
- IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
- This->pixelShaderConstantF + i * 4, 1);
- }
- for (i = 0; i < MAX_CONST_I; i++) {
- IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
- This->pixelShaderConstantI + i * 4, 1);
- }
- for (i = 0; i < MAX_CONST_B; i++) {
- IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
- This->pixelShaderConstantB + i, 1);
- }
+ map = This->changed.streamSource;
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ if (map & 1)
+ IWineD3DDevice_SetStreamSource(device, i,
+ (IWineD3DBuffer *)This->state.streams[i].buffer,
+ 0, This->state.streams[i].stride);
+ }
- for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
- IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
- }
- for(j = 0; j < MAX_TEXTURES; j++) {
- for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
- IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
- This->textureState[j][SavedPixelStates_T[i]]);
- }
- }
+ map = This->changed.streamFreq;
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ if (map & 1)
+ IWineD3DDevice_SetStreamSourceFreq(device, i,
+ This->state.streams[i].frequency | This->state.streams[i].flags);
+ }
- for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
- for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
- IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
- This->samplerState[j][SavedPixelStates_S[i]]);
- }
- }
- for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
- for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
- IWineD3DDevice_SetSamplerState(pDevice,
- WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
- SavedPixelStates_S[i],
- This->samplerState[j][SavedPixelStates_S[i]]);
- }
- }
- } else if(This->blockType == WINED3DSBT_ALL) {
- IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
- for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
- IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
- This->vertexShaderConstantF + i * 4, 1);
- }
- for (i = 0; i < MAX_CONST_I; i++) {
- IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
- This->vertexShaderConstantI + i * 4, 1);
- }
- for (i = 0; i < MAX_CONST_B; i++) {
- IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
- This->vertexShaderConstantB + i, 1);
- }
+ map = This->changed.textures;
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ DWORD stage;
- IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
- for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
- IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
- This->pixelShaderConstantF + i * 4, 1);
- }
- for (i = 0; i < MAX_CONST_I; i++) {
- IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
- This->pixelShaderConstantI + i * 4, 1);
- }
- for (i = 0; i < MAX_CONST_B; i++) {
- IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
- This->pixelShaderConstantB + i, 1);
- }
+ if (!(map & 1)) continue;
- apply_lights(pDevice, This);
+ stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
+ IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)This->state.textures[i]);
+ }
- for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
- IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
- }
- for(j = 0; j < MAX_TEXTURES; j++) {
- for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
- IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
- }
- }
+ map = This->changed.clipplane;
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ float clip[4];
- /* Skip unused values between TEXTURE8 and WORLD0 ? */
- for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
- IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
- }
- IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
- IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
- IWineD3DDevice_SetFVF(pDevice, This->fvf);
- IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
- IWineD3DDevice_SetMaterial(pDevice, &This->material);
- IWineD3DDevice_SetViewport(pDevice, &This->viewport);
- IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
-
- /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
- for (i=0; i<MAX_STREAMS; i++) {
- IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
- IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
- }
- for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
- UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
+ if (!(map & 1)) continue;
- IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
- for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
- IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
- }
- }
- for (i = 0; i < GL_LIMITS(clipplanes); i++) {
- float clip[4];
-
- 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);
}
- ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
- for(j = 0; j < MAX_TEXTURES - 1; j++) {
- if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
- ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
+ This->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
+ for (i = 0; i < MAX_TEXTURES - 1; ++i)
+ {
+ if (This->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
+ {
+ 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->wineD3DDevice;
- IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
+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;
DWORD d;
} tmpfloat;
unsigned int i;
+ IWineD3DSwapChain *swapchain;
+ IWineD3DSurface *backbuffer;
+ HRESULT hr;
+
+ TRACE("stateblock %p.\n", stateblock);
- /* 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, This->wineD3DDevice);
- /* 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;
+ 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);
- tmpfloat.f = 64.0f;
- IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
- IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
+ state->render_states[WINED3DRS_PATCHSEGMENTS] = tmpfloat.d;
+ state->render_states[WINED3DRS_DEBUGMONITORTOKEN] = 0xbaadcafe;
+ tmpfloat.f = gl_info->limits.pointsize_max;
+ 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 ] = (DWORD) 0.0;
- This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
- This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
- This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
- This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
- This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
- This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
- This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
- This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
- 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 */
- }
-
- /* Under DirectX you can have texture stage operations even if no texture is
- bound, whereas opengl will only do texture operations when a valid texture is
- bound. We emulate this by creating dummy textures and binding them to each
- texture stage, but disable all stages by default. Hence if a stage is enabled
- then the default texture will kick in until replaced by a SetTexture call */
- ENTER_GL();
-
- if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
- /* The dummy texture does not have client storage backing */
- glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
- checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
- }
- for (i = 0; i < GL_LIMITS(textures); i++) {
- GLubyte white = 255;
-
- /* Note this avoids calling settexture, so pretend it has been called */
- This->changed.textures[i] = TRUE;
- This->textures[i] = NULL;
-
- /* Make appropriate texture active */
- if (GL_SUPPORT(ARB_MULTITEXTURE)) {
- GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
- checkGLcall("glActiveTextureARB");
- } else if (i > 0) {
- FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
- }
+ 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;
+ }
- /* Generate an opengl texture name */
- glGenTextures(1, &ThisDevice->dummyTextureName[i]);
- checkGLcall("glGenTextures");
- TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
+ for (i = 0; i < gl_info->limits.textures; ++i)
+ {
+ state->textures[i] = NULL;
+ }
- /* Generate a dummy 2d texture (not using 1d because they cause many
- * DRI drivers fall back to sw) */
- This->textureDimensions[i] = GL_TEXTURE_2D;
- glBindTexture(GL_TEXTURE_2D, ThisDevice->dummyTextureName[i]);
- checkGLcall("glBindTexture");
+ /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
+ 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;
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
- checkGLcall("glTexImage2D");
- }
- if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
- /* Reenable because if supported it is enabled by default */
- glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
- checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
- }
+ IWineD3DSurface_GetDesc(backbuffer, &desc);
+ IWineD3DSurface_Release(backbuffer);
- LEAVE_GL();
+ /* Set the default scissor rect values */
+ 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 */
+ 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;
- /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
- for (i = 0; i < MAX_PALETTES; ++i) {
- int j;
- for (j = 0; j < 256; ++j) {
- This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
- This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
- This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
- This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
- }
+ IWineD3DSwapChain_Release(swapchain);
}
- This->wineD3DDevice->currentPalette = 0;
-
- /* Set default GLSL program to NULL. We won't actually create one
- * until the app sets a vertex or pixel shader */
- This->glsl_program = NULL;
- TRACE("-----------------------> Device defaults now set up...\n");
- return WINED3D_OK;
+ TRACE("Done.\n");
}
/**********************************************************
* IWineD3DStateBlock VTbl follows
**********************************************************/
-const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
+static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
{
/* IUnknown */
IWineD3DStateBlockImpl_QueryInterface,
IWineD3DStateBlockImpl_AddRef,
IWineD3DStateBlockImpl_Release,
/* IWineD3DStateBlock */
- IWineD3DStateBlockImpl_GetParent,
- IWineD3DStateBlockImpl_GetDevice,
IWineD3DStateBlockImpl_Capture,
IWineD3DStateBlockImpl_Apply,
- IWineD3DStateBlockImpl_InitStartupStateBlock
};
+
+HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
+{
+ unsigned int i;
+ HRESULT hr;
+
+ stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
+ stateblock->ref = 1;
+ stateblock->device = device;
+ stateblock->blockType = type;
+
+ for (i = 0; i < LIGHTMAP_SIZE; i++)
+ {
+ list_init(&stateblock->state.light_map[i]);
+ }
+
+ hr = stateblock_allocate_shader_constants(stateblock);
+ if (FAILED(hr)) return hr;
+
+ /* The WINED3DSBT_INIT stateblock type is used during initialization to
+ * produce a placeholder stateblock so other functions called can update a
+ * state block. */
+ if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
+
+ TRACE("Updating changed flags appropriate for type %#x.\n", type);
+
+ switch (type)
+ {
+ case WINED3DSBT_ALL:
+ stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
+ stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
+ device->d3d_pshader_constantF);
+ break;
+
+ case WINED3DSBT_PIXELSTATE:
+ stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
+ break;
+
+ case WINED3DSBT_VERTEXSTATE:
+ stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
+ stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
+ break;
+
+ default:
+ FIXME("Unrecognized state block type %#x.\n", type);
+ break;
+ }
+
+ stateblock_init_contained_states(stateblock);
+ IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
+
+ return WINED3D_OK;
+}