/* * state block implementation * * 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 * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); 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, }; 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 */ static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object) { IWineD3DDeviceImpl *device = object->device; /* Allocate space for floating point constants */ 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; } 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 */ 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 */ 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 */ memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts); memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts); } static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants) { DWORD texture_mask = 0; WORD sampler_mask = 0; unsigned int i; states->pixelShader = 1; 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); } 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_init_contained_states(struct wined3d_stateblock *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; stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j; ++stateblock->num_contained_transform_states; } } 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; } } 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(struct wined3d_stateblock *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); } } } ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock) { ULONG refcount = InterlockedIncrement(&stateblock->ref); TRACE("%p increasing refcount to %u.\n", stateblock, refcount); return refcount; } ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock) { ULONG refcount = InterlockedDecrement(&stateblock->ref); TRACE("%p decreasing refcount to %u\n", stateblock, refcount); if (!refcount) { int counter; if (stateblock->state.vertex_declaration) wined3d_vertex_declaration_incref(stateblock->state.vertex_declaration); for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) { if (stateblock->state.textures[counter]) IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)stateblock->state.textures[counter]); } for (counter = 0; counter < MAX_STREAMS; ++counter) { struct wined3d_buffer *buffer = stateblock->state.streams[counter].buffer; if (buffer) { if (IWineD3DBuffer_Release((IWineD3DBuffer *)buffer)) { WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter); } } } if (stateblock->state.index_buffer) IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.index_buffer); if (stateblock->state.vertex_shader) IWineD3DVertexShader_Release((IWineD3DVertexShader *)stateblock->state.vertex_shader); if (stateblock->state.pixel_shader) IWineD3DPixelShader_Release((IWineD3DPixelShader *)stateblock->state.pixel_shader); for (counter = 0; counter < LIGHTMAP_SIZE; ++counter) { struct list *e1, *e2; LIST_FOR_EACH_SAFE(e1, e2, &stateblock->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, stateblock->state.vs_consts_f); HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF); HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f); HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF); HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f); HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f); HeapFree(GetProcessHeap(), 0, stateblock); } return refcount; } 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) { struct list *e, *f; LIST_FOR_EACH(e, &dst_state->light_map[i]) { BOOL updated = FALSE; struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight; /* Look up the light in the destination */ LIST_FOR_EACH(f, &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; } 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) { /* 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; } } } } } HRESULT CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock) { const struct wined3d_state *src_state = &stateblock->device->stateBlock->state; unsigned int i; DWORD map; TRACE("stateblock %p.\n", stateblock); TRACE("Capturing state %p.\n", src_state); if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader) { TRACE("Updating vertex shader from %p to %p\n", stateblock->state.vertex_shader, src_state->vertex_shader); if (src_state->vertex_shader) IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)src_state->vertex_shader); if (stateblock->state.vertex_shader) IWineD3DVertexShader_Release((IWineD3DVertexShader *)stateblock->state.vertex_shader); stateblock->state.vertex_shader = src_state->vertex_shader; } /* Vertex shader float constants. */ for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) { unsigned int idx = stateblock->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]); stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0]; stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1]; stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2]; stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3]; } /* Vertex shader integer constants. */ for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) { unsigned int idx = stateblock->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]); stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0]; stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1]; stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2]; stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3]; } /* Vertex shader boolean constants. */ for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) { unsigned int idx = stateblock->contained_vs_consts_b[i]; TRACE("Setting vs_consts_b[%u] to %s.\n", idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE"); stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx]; } /* Pixel shader float constants. */ for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) { unsigned int idx = stateblock->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]); stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0]; stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1]; stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2]; stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3]; } /* Pixel shader integer constants. */ for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) { unsigned int idx = stateblock->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]); stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0]; stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1]; stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2]; stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3]; } /* Pixel shader boolean constants. */ for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) { unsigned int idx = stateblock->contained_ps_consts_b[i]; TRACE("Setting ps_consts_b[%u] to %s.\n", idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE"); stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx]; } /* Others + Render & Texture */ for (i = 0; i < stateblock->num_contained_transform_states; ++i) { WINED3DTRANSFORMSTATETYPE transform = stateblock->contained_transform_states[i]; TRACE("Updating transform %#x.\n", transform); stateblock->state.transforms[transform] = src_state->transforms[transform]; } if (stateblock->changed.primitive_type) stateblock->state.gl_primitive_type = src_state->gl_primitive_type; if (stateblock->changed.indices && ((stateblock->state.index_buffer != src_state->index_buffer) || (stateblock->state.base_vertex_index != src_state->base_vertex_index) || (stateblock->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 (stateblock->state.index_buffer) IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.index_buffer); stateblock->state.index_buffer = src_state->index_buffer; stateblock->state.base_vertex_index = src_state->base_vertex_index; stateblock->state.index_format = src_state->index_format; } if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration) { TRACE("Updating vertex declaration from %p to %p.\n", stateblock->state.vertex_declaration, src_state->vertex_declaration); if (src_state->vertex_declaration) wined3d_vertex_declaration_incref(src_state->vertex_declaration); if (stateblock->state.vertex_declaration) wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration); stateblock->state.vertex_declaration = src_state->vertex_declaration; } if (stateblock->changed.material && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material))) { TRACE("Updating material.\n"); stateblock->state.material = src_state->material; } if (stateblock->changed.viewport && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport))) { TRACE("Updating viewport.\n"); stateblock->state.viewport = src_state->viewport; } if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect, &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect))) { TRACE("Updating scissor rect.\n"); stateblock->state.scissor_rect = src_state->scissor_rect; } map = stateblock->changed.streamSource; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (stateblock->state.streams[i].stride != src_state->streams[i].stride || stateblock->state.streams[i].buffer != src_state->streams[i].buffer) { TRACE("Updating stream source %u to %p, stride to %u.\n", i, src_state->streams[i].buffer, src_state->streams[i].stride); stateblock->state.streams[i].stride = src_state->streams[i].stride; if (src_state->streams[i].buffer) IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->streams[i].buffer); if (stateblock->state.streams[i].buffer) IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.streams[i].buffer); stateblock->state.streams[i].buffer = src_state->streams[i].buffer; } } map = stateblock->changed.streamFreq; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency || stateblock->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); stateblock->state.streams[i].frequency = src_state->streams[i].frequency; stateblock->state.streams[i].flags = src_state->streams[i].flags; } } map = stateblock->changed.clipplane; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (memcmp(src_state->clip_planes[i], stateblock->state.clip_planes[i], sizeof(*stateblock->state.clip_planes))) { TRACE("Updating clipplane %u.\n", i); memcpy(stateblock->state.clip_planes[i], src_state->clip_planes[i], sizeof(*stateblock->state.clip_planes)); } } /* Render */ for (i = 0; i < stateblock->num_contained_render_states; ++i) { WINED3DRENDERSTATETYPE rs = stateblock->contained_render_states[i]; TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]); stateblock->state.render_states[rs] = src_state->render_states[rs]; } /* Texture states */ for (i = 0; i < stateblock->num_contained_tss_states; ++i) { DWORD stage = stateblock->contained_tss_states[i].stage; DWORD state = stateblock->contained_tss_states[i].state; TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state, src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]); stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state]; } /* Samplers */ map = stateblock->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], stateblock->state.textures[i]); if (src_state->textures[i]) IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)src_state->textures[i]); if (stateblock->state.textures[i]) IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)stateblock->state.textures[i]); stateblock->state.textures[i] = src_state->textures[i]; } for (i = 0; i < stateblock->num_contained_sampler_states; ++i) { DWORD stage = stateblock->contained_sampler_states[i].stage; DWORD state = stateblock->contained_sampler_states[i].state; TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state, src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]); stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state]; } if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader) { if (src_state->pixel_shader) IWineD3DPixelShader_AddRef((IWineD3DPixelShader *)src_state->pixel_shader); if (stateblock->state.pixel_shader) IWineD3DPixelShader_Release((IWineD3DPixelShader *)stateblock->state.pixel_shader); stateblock->state.pixel_shader = src_state->pixel_shader; } wined3d_state_record_lights(&stateblock->state, src_state); TRACE("Captue done.\n"); return WINED3D_OK; } static void apply_lights(IWineD3DDevice *device, const struct wined3d_state *state) { UINT i; for (i = 0; i < LIGHTMAP_SIZE; ++i) { struct list *e; LIST_FOR_EACH(e, &state->light_map[i]) { const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry); IWineD3DDevice_SetLight(device, light->OriginalIndex, &light->OriginalParms); IWineD3DDevice_SetLightEnable(device, light->OriginalIndex, light->glIndex != -1); } } } HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) { IWineD3DDevice *device = (IWineD3DDevice *)stateblock->device; unsigned int i; DWORD map; TRACE("Applying stateblock %p to device %p.\n", stateblock, device); TRACE("Blocktype: %#x.\n", stateblock->blockType); if (stateblock->changed.vertexShader) IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)stateblock->state.vertex_shader); /* Vertex Shader Constants. */ for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) { IWineD3DDevice_SetVertexShaderConstantF(device, stateblock->contained_vs_consts_f[i], stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1); } for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) { IWineD3DDevice_SetVertexShaderConstantI(device, stateblock->contained_vs_consts_i[i], stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1); } for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) { IWineD3DDevice_SetVertexShaderConstantB(device, stateblock->contained_vs_consts_b[i], stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1); } apply_lights(device, &stateblock->state); if (stateblock->changed.pixelShader) IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)stateblock->state.pixel_shader); /* Pixel Shader Constants. */ for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) { IWineD3DDevice_SetPixelShaderConstantF(device, stateblock->contained_ps_consts_f[i], stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1); } for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) { IWineD3DDevice_SetPixelShaderConstantI(device, stateblock->contained_ps_consts_i[i], stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1); } for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) { IWineD3DDevice_SetPixelShaderConstantB(device, stateblock->contained_ps_consts_b[i], stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1); } /* Render states. */ for (i = 0; i < stateblock->num_contained_render_states; ++i) { IWineD3DDevice_SetRenderState(device, stateblock->contained_render_states[i], stateblock->state.render_states[stateblock->contained_render_states[i]]); } /* Texture states. */ for (i = 0; i < stateblock->num_contained_tss_states; ++i) { DWORD stage = stateblock->contained_tss_states[i].stage; DWORD state = stateblock->contained_tss_states[i].state; IWineD3DDevice_SetTextureStageState(device, stage, state, stateblock->state.texture_states[stage][state]); } /* Sampler states. */ for (i = 0; i < stateblock->num_contained_sampler_states; ++i) { DWORD stage = stateblock->contained_sampler_states[i].stage; DWORD state = stateblock->contained_sampler_states[i].state; DWORD value = stateblock->state.sampler_states[stage][state]; if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS; IWineD3DDevice_SetSamplerState(device, stage, state, value); } /* Transform states. */ for (i = 0; i < stateblock->num_contained_transform_states; ++i) { IWineD3DDevice_SetTransform(device, stateblock->contained_transform_states[i], &stateblock->state.transforms[stateblock->contained_transform_states[i]]); } if (stateblock->changed.primitive_type) { stateblock->device->updateStateBlock->changed.primitive_type = TRUE; stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type; } if (stateblock->changed.indices) { IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)stateblock->state.index_buffer, stateblock->state.index_format); IWineD3DDevice_SetBaseVertexIndex(device, stateblock->state.base_vertex_index); } if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration) { IWineD3DDevice_SetVertexDeclaration(device, (IWineD3DVertexDeclaration *)stateblock->state.vertex_declaration); } if (stateblock->changed.material) { IWineD3DDevice_SetMaterial(device, &stateblock->state.material); } if (stateblock->changed.viewport) { IWineD3DDevice_SetViewport(device, &stateblock->state.viewport); } if (stateblock->changed.scissorRect) { IWineD3DDevice_SetScissorRect(device, &stateblock->state.scissor_rect); } map = stateblock->changed.streamSource; for (i = 0; map; map >>= 1, ++i) { if (map & 1) IWineD3DDevice_SetStreamSource(device, i, (IWineD3DBuffer *)stateblock->state.streams[i].buffer, 0, stateblock->state.streams[i].stride); } map = stateblock->changed.streamFreq; for (i = 0; map; map >>= 1, ++i) { if (map & 1) IWineD3DDevice_SetStreamSourceFreq(device, i, stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags); } map = stateblock->changed.textures; for (i = 0; map; map >>= 1, ++i) { DWORD stage; if (!(map & 1)) continue; stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS; IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)stateblock->state.textures[i]); } map = stateblock->changed.clipplane; for (i = 0; map; map >>= 1, ++i) { float clip[4]; if (!(map & 1)) continue; clip[0] = stateblock->state.clip_planes[i][0]; clip[1] = stateblock->state.clip_planes[i][1]; clip[2] = stateblock->state.clip_planes[i][2]; clip[3] = stateblock->state.clip_planes[i][3]; IWineD3DDevice_SetClipPlane(device, i, clip); } stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1; for (i = 0; i < MAX_TEXTURES - 1; ++i) { if (stateblock->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) { stateblock->device->stateBlock->state.lowest_disabled_stage = i; break; } } TRACE("Applied stateblock %p.\n", stateblock); return WINED3D_OK; } void stateblock_init_default_state(struct wined3d_stateblock *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; } lp; union { float f; DWORD d; } tmpfloat; unsigned int i; IWineD3DSwapChain *swapchain; IWineD3DSurface *backbuffer; HRESULT hr; TRACE("stateblock %p.\n", stateblock); stateblock->blockType = WINED3DSBT_INIT; /* Set some of the defaults for lights, transforms etc */ 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 (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; 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; state->render_states[WINED3DRS_FOGSTART] = tmpfloat.d; tmpfloat.f = 1.0f; state->render_states[WINED3DRS_FOGEND] = tmpfloat.d; tmpfloat.f = 1.0f; 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; state->render_states[WINED3DRS_POINTSIZE] = tmpfloat.d; tmpfloat.f = 1.0f; state->render_states[WINED3DRS_POINTSIZE_MIN] = tmpfloat.d; state->render_states[WINED3DRS_POINTSPRITEENABLE] = FALSE; state->render_states[WINED3DRS_POINTSCALEENABLE] = FALSE; tmpfloat.f = 1.0f; state->render_states[WINED3DRS_POINTSCALE_A] = tmpfloat.d; tmpfloat.f = 0.0f; state->render_states[WINED3DRS_POINTSCALE_B] = tmpfloat.d; tmpfloat.f = 0.0f; 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; 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; 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 */ state->render_states[WINED3DRS_SCISSORTESTENABLE] = FALSE; state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS] = 0; tmpfloat.f = 1.0f; state->render_states[WINED3DRS_MINTESSELLATIONLEVEL] = tmpfloat.d; state->render_states[WINED3DRS_MAXTESSELLATIONLEVEL] = tmpfloat.d; state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE] = FALSE; tmpfloat.f = 0.0f; state->render_states[WINED3DRS_ADAPTIVETESS_X] = tmpfloat.d; state->render_states[WINED3DRS_ADAPTIVETESS_Y] = tmpfloat.d; tmpfloat.f = 1.0f; state->render_states[WINED3DRS_ADAPTIVETESS_Z] = tmpfloat.d; tmpfloat.f = 0.0f; 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 */ 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 %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 %u.\n", i); state->sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP; state->sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP; state->sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP; state->sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0; state->sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT; state->sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT; state->sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE; state->sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0; state->sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0; state->sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1; state->sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0; /* TODO: Indicates which element of a multielement texture to use. */ state->sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0; /* TODO: Vertex offset in the presampled displacement map. */ state->sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0; } for (i = 0; i < gl_info->limits.textures; ++i) { state->textures[i] = NULL; } /* 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; IWineD3DSurface_GetDesc(backbuffer, &desc); IWineD3DSurface_Release(backbuffer); /* 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; IWineD3DSwapChain_Release(swapchain); } TRACE("Done.\n"); } HRESULT stateblock_init(struct wined3d_stateblock *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) { unsigned int i; HRESULT hr; 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); wined3d_stateblock_capture(stateblock); return WINED3D_OK; }