wine/dlls/wined3d/stateblock.c

1715 lines
78 KiB
C

/*
* 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);
#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
static const DWORD pixel_states_render[] =
{
WINED3DRS_ALPHABLENDENABLE,
WINED3DRS_ALPHAFUNC,
WINED3DRS_ALPHAREF,
WINED3DRS_ALPHATESTENABLE,
WINED3DRS_BLENDOP,
WINED3DRS_COLORWRITEENABLE,
WINED3DRS_DESTBLEND,
WINED3DRS_DITHERENABLE,
WINED3DRS_FILLMODE,
WINED3DRS_FOGDENSITY,
WINED3DRS_FOGEND,
WINED3DRS_FOGSTART,
WINED3DRS_LASTPIXEL,
WINED3DRS_SHADEMODE,
WINED3DRS_SRCBLEND,
WINED3DRS_STENCILENABLE,
WINED3DRS_STENCILFAIL,
WINED3DRS_STENCILFUNC,
WINED3DRS_STENCILMASK,
WINED3DRS_STENCILPASS,
WINED3DRS_STENCILREF,
WINED3DRS_STENCILWRITEMASK,
WINED3DRS_STENCILZFAIL,
WINED3DRS_TEXTUREFACTOR,
WINED3DRS_WRAP0,
WINED3DRS_WRAP1,
WINED3DRS_WRAP2,
WINED3DRS_WRAP3,
WINED3DRS_WRAP4,
WINED3DRS_WRAP5,
WINED3DRS_WRAP6,
WINED3DRS_WRAP7,
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_AMBIENT,
WINED3DRS_AMBIENTMATERIALSOURCE,
WINED3DRS_CLIPPING,
WINED3DRS_CLIPPLANEENABLE,
WINED3DRS_COLORVERTEX,
WINED3DRS_DIFFUSEMATERIALSOURCE,
WINED3DRS_EMISSIVEMATERIALSOURCE,
WINED3DRS_FOGDENSITY,
WINED3DRS_FOGEND,
WINED3DRS_FOGSTART,
WINED3DRS_FOGTABLEMODE,
WINED3DRS_FOGVERTEXMODE,
WINED3DRS_INDEXEDVERTEXBLENDENABLE,
WINED3DRS_LIGHTING,
WINED3DRS_LOCALVIEWER,
WINED3DRS_MULTISAMPLEANTIALIAS,
WINED3DRS_MULTISAMPLEMASK,
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_RANGEFOGENABLE,
WINED3DRS_SPECULARMATERIALSOURCE,
WINED3DRS_TWEENFACTOR,
WINED3DRS_VERTEXBLEND,
WINED3DRS_CULLMODE,
WINED3DRS_FOGCOLOR,
};
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(IWineD3DStateBlockImpl *object)
{
IWineD3DStateBlockImpl *This = object;
/* Allocate space for floating point constants */
object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
if (!object->pixelShaderConstantF) goto fail;
object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
if (!object->changed.pixelShaderConstantsF) goto fail;
object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
if (!object->vertexShaderConstantF) goto fail;
object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
if (!object->changed.vertexShaderConstantsF) goto fail;
object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
if (!object->contained_vs_consts_f) goto fail;
object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
if (!object->contained_ps_consts_f) goto fail;
return WINED3D_OK;
fail:
ERR("Failed to allocate memory\n");
HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
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, const struct wined3d_gl_info *gl_info)
{
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] = 0x3fff;
states->clipplane = 0xffffffff;
states->pixelShaderConstantsB = 0xffff;
states->pixelShaderConstantsI = 0xffff;
states->vertexShaderConstantsB = 0xffff;
states->vertexShaderConstantsI = 0xffff;
/* Dynamically sized arrays */
memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_pshader_constantsF);
memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_vshader_constantsF);
}
static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
{
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) * gl_info->max_pshader_constantsF);
}
static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
{
DWORD texture_mask = 0;
WORD sampler_mask = 0;
unsigned int i;
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) * gl_info->max_vshader_constantsF);
}
static void stateblock_copy_values(IWineD3DStateBlockImpl *dst, const IWineD3DStateBlockImpl *src,
const struct wined3d_gl_info *gl_info)
{
unsigned int l;
/* Single items */
dst->gl_primitive_type = src->gl_primitive_type;
dst->vertexDecl = src->vertexDecl;
dst->vertexShader = src->vertexShader;
dst->streamIsUP = src->streamIsUP;
dst->pIndexData = src->pIndexData;
dst->IndexFmt = src->IndexFmt;
dst->baseVertexIndex = src->baseVertexIndex;
dst->clip_status = src->clip_status;
dst->viewport = src->viewport;
dst->material = src->material;
dst->pixelShader = src->pixelShader;
dst->scissorRect = src->scissorRect;
/* Lights */
memset(dst->activeLights, 0, sizeof(dst->activeLights));
for (l = 0; l < LIGHTMAP_SIZE; ++l)
{
struct list *e1, *e2;
LIST_FOR_EACH_SAFE(e1, e2, &dst->lightMap[l])
{
PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
list_remove(&light->entry);
HeapFree(GetProcessHeap(), 0, light);
}
LIST_FOR_EACH(e1, &src->lightMap[l])
{
PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
*light2 = *light;
list_add_tail(&dst->lightMap[l], &light2->entry);
if (light2->glIndex != -1) dst->activeLights[light2->glIndex] = light2;
}
}
/* Fixed size arrays */
memcpy(dst->vertexShaderConstantB, src->vertexShaderConstantB, sizeof(dst->vertexShaderConstantB));
memcpy(dst->vertexShaderConstantI, src->vertexShaderConstantI, sizeof(dst->vertexShaderConstantI));
memcpy(dst->pixelShaderConstantB, src->pixelShaderConstantB, sizeof(dst->pixelShaderConstantB));
memcpy(dst->pixelShaderConstantI, src->pixelShaderConstantI, sizeof(dst->pixelShaderConstantI));
memcpy(dst->streamStride, src->streamStride, sizeof(dst->streamStride));
memcpy(dst->streamOffset, src->streamOffset, sizeof(dst->streamOffset));
memcpy(dst->streamSource, src->streamSource, sizeof(dst->streamSource));
memcpy(dst->streamFreq, src->streamFreq, sizeof(dst->streamFreq));
memcpy(dst->streamFlags, src->streamFlags, sizeof(dst->streamFlags));
memcpy(dst->transforms, src->transforms, sizeof(dst->transforms));
memcpy(dst->clipplane, src->clipplane, sizeof(dst->clipplane));
memcpy(dst->renderState, src->renderState, sizeof(dst->renderState));
memcpy(dst->textures, src->textures, sizeof(dst->textures));
memcpy(dst->textureState, src->textureState, sizeof(dst->textureState));
memcpy(dst->samplerState, src->samplerState, sizeof(dst->samplerState));
/* Dynamically sized arrays */
memcpy(dst->vertexShaderConstantF, src->vertexShaderConstantF, sizeof(float) * gl_info->max_vshader_constantsF * 4);
memcpy(dst->pixelShaderConstantF, src->pixelShaderConstantF, sizeof(float) * gl_info->max_pshader_constantsF * 4);
}
void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
{
const struct wined3d_gl_info *gl_info = &stateblock->wineD3DDevice->adapter->gl_info;
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 < gl_info->max_vshader_constantsF; ++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 < gl_info->max_pshader_constantsF; ++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;
}
}
}
/**********************************************************
* IWineD3DStateBlockImpl IUnknown parts follows
**********************************************************/
static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
{
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)){
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
}
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
ULONG refCount = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
return refCount;
}
static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
ULONG refCount = InterlockedDecrement(&This->ref);
TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
if (!refCount) {
int counter;
if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
{
if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]);
}
for (counter = 0; counter < MAX_STREAMS; counter++) {
if(This->streamSource[counter]) {
if (IWineD3DBuffer_Release(This->streamSource[counter]))
{
TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
}
}
}
if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
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_remove(&light->entry);
HeapFree(GetProcessHeap(), 0, light);
}
}
HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
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 void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
{
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, &This->lightMap[i]) {
BOOL updated = FALSE;
PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
if (!src->changed && !src->enabledChanged) continue;
/* 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) {
src->OriginalParms = realLight->OriginalParms;
}
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;
}
updated = TRUE;
break;
}
}
if(updated) {
/* Found a light, all done, proceed with next hash entry */
continue;
} else if(src->changed) {
/* Otherwise assign defaul params */
src->OriginalParms = WINED3D_default_light;
} else {
/* Not enabled by default */
src->glIndex = -1;
}
}
}
}
static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
unsigned int i, j;
DWORD map;
TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
/* If not recorded, then update can just recapture */
if (This->blockType == WINED3DSBT_RECORDED) {
/* 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(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
This->vertexShader = targetStateBlock->vertexShader;
}
/* 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 %u 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 (j = 0; j < This->num_contained_vs_consts_i; ++j) {
i = This->contained_vs_consts_i[j];
TRACE("Setting %p from %p %u 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 (j = 0; j < This->num_contained_vs_consts_b; ++j) {
i = This->contained_vs_consts_b[j];
TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i,
targetStateBlock->vertexShaderConstantB[i] ? "TRUE" : "FALSE");
This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
}
/* 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 %u 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 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 %u 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 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 %u to %s\n", This, targetStateBlock, i,
targetStateBlock->pixelShaderConstantB[i] ? "TRUE" : "FALSE");
This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
}
/* Others + Render & Texture */
for (i = 0; i < This->num_contained_transform_states; i++) {
TRACE("Updating transform %u\n", i);
This->transforms[This->contained_transform_states[i]] =
targetStateBlock->transforms[This->contained_transform_states[i]];
}
if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
|| (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
|| (This->IndexFmt != targetStateBlock->IndexFmt))) {
TRACE("Updating pIndexData to %p, baseVertexIndex to %d\n",
targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
if(targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
This->pIndexData = targetStateBlock->pIndexData;
This->baseVertexIndex = targetStateBlock->baseVertexIndex;
This->IndexFmt = targetStateBlock->IndexFmt;
}
if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
This->vertexDecl = targetStateBlock->vertexDecl;
}
if (This->changed.material && memcmp(&targetStateBlock->material,
&This->material,
sizeof(WINED3DMATERIAL)) != 0) {
TRACE("Updating material\n");
This->material = targetStateBlock->material;
}
if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
&This->viewport,
sizeof(WINED3DVIEWPORT)) != 0) {
TRACE("Updating viewport\n");
This->viewport = targetStateBlock->viewport;
}
if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
&This->scissorRect,
sizeof(targetStateBlock->scissorRect)))
{
TRACE("Updating scissor rect\n");
targetStateBlock->scissorRect = This->scissorRect;
}
map = This->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (This->streamStride[i] != targetStateBlock->streamStride[i]
|| This->streamSource[i] != targetStateBlock->streamSource[i])
{
TRACE("Updating stream source %u to %p, stride to %u\n",
i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
This->streamStride[i] = targetStateBlock->streamStride[i];
if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
}
map = This->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
|| This->streamFlags[i] != targetStateBlock->streamFlags[i])
{
TRACE("Updating stream frequency %u to %u flags to %#x\n",
i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
This->streamFreq[i] = targetStateBlock->streamFreq[i];
This->streamFlags[i] = targetStateBlock->streamFlags[i];
}
}
map = This->changed.clipplane;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
{
TRACE("Updating clipplane %u\n", i);
memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
}
}
/* Render */
for (i = 0; i < This->num_contained_render_states; i++) {
TRACE("Updating renderState %u to %u\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]];
}
/* 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 texturestage state %u, %u to %u (was %u)\n", stage, state,
targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
This->textureState[stage][state] = targetStateBlock->textureState[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, targetStateBlock->textures[i], This->textures[i]);
if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
This->textures[i] = targetStateBlock->textures[i];
}
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 %u, %u to %u (was %u)\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;
}
record_lights(This, targetStateBlock);
} else if(This->blockType == WINED3DSBT_ALL) {
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);
This->gl_primitive_type = targetStateBlock->gl_primitive_type;
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->textureState, targetStateBlock->textureState, sizeof(This->textureState));
memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
This->scissorRect = targetStateBlock->scissorRect;
if (This->vertexDecl != targetStateBlock->vertexDecl)
{
if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
This->vertexDecl = targetStateBlock->vertexDecl;
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
if (targetStateBlock->textures[i] != This->textures[i])
{
if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
This->textures[i] = targetStateBlock->textures[i];
}
}
if(targetStateBlock->pIndexData != This->pIndexData ||
targetStateBlock->IndexFmt != This->IndexFmt) {
if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
This->pIndexData = targetStateBlock->pIndexData;
This->IndexFmt = targetStateBlock->IndexFmt;
}
for(i = 0; i < MAX_STREAMS; i++) {
if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
if(targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
if(This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
}
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 < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
{
This->renderState[vertex_states_render[i]] = targetStateBlock->renderState[vertex_states_render[i]];
}
for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
{
This->samplerState[j][vertex_states_sampler[i]] = targetStateBlock->samplerState[j][vertex_states_sampler[i]];
}
}
for (j = 0; j < MAX_TEXTURES; j++) {
for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
{
This->textureState[j][vertex_states_render[i]] = targetStateBlock->textureState[j][vertex_states_render[i]];
}
}
for(i = 0; i < MAX_STREAMS; i++) {
if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
}
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 < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
{
This->renderState[pixel_states_render[i]] = targetStateBlock->renderState[pixel_states_render[i]];
}
for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
{
This->samplerState[j][pixel_states_sampler[i]] = targetStateBlock->samplerState[j][pixel_states_sampler[i]];
}
}
for (j = 0; j < MAX_TEXTURES; j++) {
for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
{
This->textureState[j][pixel_states_render[i]] = targetStateBlock->textureState[j][pixel_states_render[i]];
}
}
if(This->pixelShader != targetStateBlock->pixelShader) {
if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
This->pixelShader = targetStateBlock->pixelShader;
}
}
TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
return WINED3D_OK;
}
static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This)
{
UINT i;
for(i = 0; i < LIGHTMAP_SIZE; i++) {
struct list *e;
LIST_FOR_EACH(e, &This->lightMap[i]) {
const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
if(light->changed) {
IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
}
if(light->enabledChanged) {
IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
}
}
}
}
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;
DWORD map;
TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
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.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);
}
/* 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] |= 1 << state;
/* 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] |= 1 << state;
IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
}
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.primitive_type)
{
This->wineD3DDevice->updateStateBlock->changed.primitive_type = TRUE;
This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
}
if (This->changed.indices)
{
IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
}
if (This->changed.vertexDecl) {
IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
}
if (This->changed.material ) {
IWineD3DDevice_SetMaterial(pDevice, &This->material);
}
if (This->changed.viewport) {
IWineD3DDevice_SetViewport(pDevice, &This->viewport);
}
if (This->changed.scissorRect) {
IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
}
/* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
map = This->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
}
map = This->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
}
map = This->changed.textures;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (i < MAX_FRAGMENT_SAMPLERS) IWineD3DDevice_SetTexture(pDevice, i, This->textures[i]);
else IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS,
This->textures[i]);
}
map = This->changed.clipplane;
for (i = 0; map; map >>= 1, ++i)
{
float clip[4];
if (!(map & 1)) continue;
clip[0] = This->clipplane[i][0];
clip[1] = This->clipplane[i][1];
clip[2] = This->clipplane[i][2];
clip[3] = This->clipplane[i][3];
IWineD3DDevice_SetClipPlane(pDevice, i, clip);
}
} 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);
}
apply_lights(pDevice, This);
for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
{
IWineD3DDevice_SetRenderState(pDevice, vertex_states_render[i], This->renderState[vertex_states_render[i]]);
}
for(j = 0; j < MAX_TEXTURES; j++) {
for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
{
IWineD3DDevice_SetTextureStageState(pDevice, j, vertex_states_texture[i],
This->textureState[j][vertex_states_texture[i]]);
}
}
for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
{
IWineD3DDevice_SetSamplerState(pDevice, j, vertex_states_sampler[i],
This->samplerState[j][vertex_states_sampler[i]]);
}
}
for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
{
IWineD3DDevice_SetSamplerState(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
vertex_states_sampler[i], This->samplerState[j][vertex_states_sampler[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);
}
for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
{
IWineD3DDevice_SetRenderState(pDevice, pixel_states_render[i], This->renderState[pixel_states_render[i]]);
}
for(j = 0; j < MAX_TEXTURES; j++) {
for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
{
IWineD3DDevice_SetTextureStageState(pDevice, j, pixel_states_texture[i],
This->textureState[j][pixel_states_texture[i]]);
}
}
for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
{
IWineD3DDevice_SetSamplerState(pDevice, j, pixel_states_sampler[i],
This->samplerState[j][pixel_states_sampler[i]]);
}
}
for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
{
IWineD3DDevice_SetSamplerState(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
pixel_states_sampler[i], This->samplerState[j][pixel_states_sampler[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);
}
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);
}
apply_lights(pDevice, This);
for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
}
for(j = 0; j < MAX_TEXTURES; j++) {
for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
{
IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
}
}
/* Skip unused values between TEXTURE8 and WORLD0 ? */
for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
}
This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
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;
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);
}
}
((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;
break;
}
}
TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
union {
WINED3DLINEPATTERN lp;
DWORD d;
} lp;
union {
float f;
DWORD d;
} tmpfloat;
unsigned int i;
IWineD3DSwapChain *swapchain;
IWineD3DSurface *backbuffer;
HRESULT hr;
/* Note this may have a large overhead but it should only be executed
once, in order to initialize the complete state of the device and
all opengl equivalents */
TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, 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;
/* 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));
}
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);
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);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, 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);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
tmpfloat.f = ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion < 9 ? 0.0f : 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, 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);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
tmpfloat.f = GL_LIMITS(pointsize);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, 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);
/* states new in d3d9 */
IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, 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);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, 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);
/* clipping status */
This->clip_status.ClipUnion = 0;
This->clip_status.ClipIntersection = 0xFFFFFFFF;
/* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < MAX_TEXTURES; i++) {
TRACE("Setting up default texture states for texture Stage %d\n", i);
memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
}
This->lowest_disabled_stage = 1;
/* Sampler states*/
for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
TRACE("Setting up default samplers states for sampler %d\n", i);
This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
}
for(i = 0; i < GL_LIMITS(textures); i++) {
/* Note: This avoids calling SetTexture, so pretend it has been called */
This->changed.textures |= 1 << i;
This->textures[i] = NULL;
}
/* check the return values, because the GetBackBuffer call isn't valid for ddraw */
hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
if( hr == WINED3D_OK && swapchain != NULL) {
WINED3DVIEWPORT vp;
hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
if (SUCCEEDED(hr) && backbuffer)
{
WINED3DSURFACE_DESC desc;
RECT scissorrect;
IWineD3DSurface_GetDesc(backbuffer, &desc);
IWineD3DSurface_Release(backbuffer);
/* Set the default scissor rect values */
scissorrect.left = 0;
scissorrect.right = desc.width;
scissorrect.top = 0;
scissorrect.bottom = desc.height;
hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
}
/* Set the default viewport */
vp.X = 0;
vp.Y = 0;
vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
IWineD3DDevice_SetViewport(device, &vp);
IWineD3DSwapChain_Release(swapchain);
}
TRACE("-----------------------> Device defaults now set up...\n");
return WINED3D_OK;
}
/**********************************************************
* IWineD3DStateBlock VTbl follows
**********************************************************/
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, IUnknown *parent)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
unsigned int i;
HRESULT hr;
stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
stateblock->ref = 1;
stateblock->parent = parent;
stateblock->wineD3DDevice = device;
stateblock->blockType = type;
for (i = 0; i < LIGHTMAP_SIZE; i++)
{
list_init(&stateblock->lightMap[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;
/* Otherwise, might as well set the whole state block to the appropriate values */
if (device->stateBlock)
{
/* Saved values */
stateblock_copy_values(stateblock, device->stateBlock, gl_info);
}
else
{
memset(stateblock->streamFreq, 1, sizeof(stateblock->streamFreq));
}
TRACE("Updating changed flags appropriate for type %#x.\n", type);
if (type == WINED3DSBT_ALL)
{
TRACE("ALL => Pretend everything has changed.\n");
stateblock_savedstates_set_all(&stateblock->changed, gl_info);
stateblock_init_contained_states(stateblock);
/* Lights are not part of the changed / set structure. */
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
struct list *e;
LIST_FOR_EACH(e, &stateblock->lightMap[i])
{
PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
light->changed = TRUE;
light->enabledChanged = TRUE;
}
}
for (i = 0; i < MAX_STREAMS; ++i)
{
if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
if (stateblock->textures[i]) IWineD3DBaseTexture_AddRef(stateblock->textures[i]);
}
if (stateblock->vertexDecl) IWineD3DVertexDeclaration_AddRef(stateblock->vertexDecl);
if (stateblock->pIndexData) IWineD3DBuffer_AddRef(stateblock->pIndexData);
if (stateblock->vertexShader) IWineD3DVertexShader_AddRef(stateblock->vertexShader);
if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
}
else if (type == WINED3DSBT_PIXELSTATE)
{
TRACE("PIXELSTATE => Pretend all pixel states have changed.\n");
stateblock_savedstates_set_pixel(&stateblock->changed, gl_info);
stateblock_init_contained_states(stateblock);
if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
/* Pixel state blocks do not contain vertex buffers. Set them to NULL
* to avoid wrong refcounting on them. This makes releasing the buffer
* easier. */
for (i = 0; i < MAX_STREAMS; ++i)
{
stateblock->streamSource[i] = NULL;
}
stateblock->pIndexData = NULL;
stateblock->vertexShader = NULL;
}
else if (type == WINED3DSBT_VERTEXSTATE)
{
TRACE("VERTEXSTATE => Pretend all vertex shates have changed.\n");
stateblock_savedstates_set_vertex(&stateblock->changed, gl_info);
stateblock_init_contained_states(stateblock);
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
struct list *e;
LIST_FOR_EACH(e, &stateblock->lightMap[i])
{
PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
light->changed = TRUE;
light->enabledChanged = TRUE;
}
}
for (i = 0; i < MAX_STREAMS; ++i)
{
if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);
}
if (stateblock->vertexShader) IWineD3DVertexShader_AddRef(stateblock->vertexShader);
stateblock->pIndexData = NULL;
stateblock->pixelShader = NULL;
}
else
{
FIXME("Unrecognized state block type %#x.\n", type);
}
return WINED3D_OK;
}