wine/dlls/wined3d/stateblock.c

1396 lines
52 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);
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(IWineD3DStateBlockImpl *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(IWineD3DStateBlockImpl *stateblock)
{
IWineD3DDeviceImpl *device = stateblock->device;
unsigned int i, j;
for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
{
DWORD map = stateblock->changed.renderState[i];
for (j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
++stateblock->num_contained_render_states;
}
}
for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
{
DWORD map = stateblock->changed.transform[i];
for (j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
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(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
{
unsigned int i;
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
const struct wined3d_light_info *src_light;
LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
{
struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
*dst_light = *src_light;
list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
}
}
}
/**********************************************************
* IWineD3DStateBlockImpl 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_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->state.vertex_declaration)
IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
{
if (This->state.textures[counter])
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[counter]);
}
for (counter = 0; counter < MAX_STREAMS; ++counter)
{
struct wined3d_buffer *buffer = This->state.streams[counter].buffer;
if (buffer)
{
if (IWineD3DBuffer_Release((IWineD3DBuffer *)buffer))
{
WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter);
}
}
}
if (This->state.index_buffer) IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
if (This->state.vertex_shader) IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
if (This->state.pixel_shader) IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
struct list *e1, *e2;
LIST_FOR_EACH_SAFE(e1, e2, &This->state.light_map[counter])
{
struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
list_remove(&light->entry);
HeapFree(GetProcessHeap(), 0, light);
}
}
HeapFree(GetProcessHeap(), 0, This->state.vs_consts_f);
HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
HeapFree(GetProcessHeap(), 0, This->state.ps_consts_f);
HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
HeapFree(GetProcessHeap(), 0, This);
}
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;
}
}
}
}
}
static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
const struct wined3d_state *src_state = &This->device->stateBlock->state;
unsigned int i;
DWORD map;
TRACE("iface %p.\n", iface);
TRACE("Capturing state %p.\n", src_state);
if (This->changed.vertexShader && This->state.vertex_shader != src_state->vertex_shader)
{
TRACE("Updating vertex shader from %p to %p\n",
This->state.vertex_shader, src_state->vertex_shader);
if (src_state->vertex_shader)
IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)src_state->vertex_shader);
if (This->state.vertex_shader)
IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
This->state.vertex_shader = src_state->vertex_shader;
}
/* Vertex Shader Float Constants */
for (i = 0; i < This->num_contained_vs_consts_f; ++i)
{
unsigned int idx = This->contained_vs_consts_f[i];
TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
src_state->vs_consts_f[idx * 4 + 0],
src_state->vs_consts_f[idx * 4 + 1],
src_state->vs_consts_f[idx * 4 + 2],
src_state->vs_consts_f[idx * 4 + 3]);
This->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
This->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
This->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
This->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
}
/* Vertex Shader Integer Constants */
for (i = 0; i < This->num_contained_vs_consts_i; ++i)
{
unsigned int idx = This->contained_vs_consts_i[i];
TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
src_state->vs_consts_i[idx * 4 + 0],
src_state->vs_consts_i[idx * 4 + 1],
src_state->vs_consts_i[idx * 4 + 2],
src_state->vs_consts_i[idx * 4 + 3]);
This->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
This->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
This->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
This->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
}
/* Vertex Shader Boolean Constants */
for (i = 0; i < This->num_contained_vs_consts_b; ++i)
{
unsigned int idx = This->contained_vs_consts_b[i];
TRACE("Setting vs_consts_b[%u] to %s.\n",
idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
This->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
}
/* Pixel Shader Float Constants */
for (i = 0; i < This->num_contained_ps_consts_f; ++i)
{
unsigned int idx = This->contained_ps_consts_f[i];
TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
src_state->ps_consts_f[idx * 4 + 0],
src_state->ps_consts_f[idx * 4 + 1],
src_state->ps_consts_f[idx * 4 + 2],
src_state->ps_consts_f[idx * 4 + 3]);
This->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
This->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
This->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
This->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
}
/* Pixel Shader Integer Constants */
for (i = 0; i < This->num_contained_ps_consts_i; ++i)
{
unsigned int idx = This->contained_ps_consts_i[i];
TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
src_state->ps_consts_i[idx * 4 + 0],
src_state->ps_consts_i[idx * 4 + 1],
src_state->ps_consts_i[idx * 4 + 2],
src_state->ps_consts_i[idx * 4 + 3]);
This->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
This->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
This->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
This->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
}
/* Pixel Shader Boolean Constants */
for (i = 0; i < This->num_contained_ps_consts_b; ++i)
{
unsigned int idx = This->contained_ps_consts_b[i];
TRACE("Setting ps_consts_b[%u] to %s.\n",
idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
This->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
}
/* Others + Render & Texture */
for (i = 0; i < This->num_contained_transform_states; ++i)
{
WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
TRACE("Updating transform %#x.\n", transform);
This->state.transforms[transform] = src_state->transforms[transform];
}
if (This->changed.primitive_type)
This->state.gl_primitive_type = src_state->gl_primitive_type;
if (This->changed.indices
&& ((This->state.index_buffer != src_state->index_buffer)
|| (This->state.base_vertex_index != src_state->base_vertex_index)
|| (This->state.index_format != src_state->index_format)))
{
TRACE("Updating index buffer to %p, base vertex index to %d.\n",
src_state->index_buffer, src_state->base_vertex_index);
if (src_state->index_buffer)
IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->index_buffer);
if (This->state.index_buffer)
IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
This->state.index_buffer = src_state->index_buffer;
This->state.base_vertex_index = src_state->base_vertex_index;
This->state.index_format = src_state->index_format;
}
if (This->changed.vertexDecl && This->state.vertex_declaration != src_state->vertex_declaration)
{
TRACE("Updating vertex declaration from %p to %p.\n",
This->state.vertex_declaration, src_state->vertex_declaration);
if (src_state->vertex_declaration)
IWineD3DVertexDeclaration_AddRef((IWineD3DVertexDeclaration *)src_state->vertex_declaration);
if (This->state.vertex_declaration)
IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
This->state.vertex_declaration = src_state->vertex_declaration;
}
if (This->changed.material && memcmp(&src_state->material, &This->state.material, sizeof(This->state.material)))
{
TRACE("Updating material.\n");
This->state.material = src_state->material;
}
if (This->changed.viewport && memcmp(&src_state->viewport, &This->state.viewport, sizeof(This->state.viewport)))
{
TRACE("Updating viewport.\n");
This->state.viewport = src_state->viewport;
}
if (This->changed.scissorRect && memcmp(&src_state->scissor_rect,
&This->state.scissor_rect, sizeof(This->state.scissor_rect)))
{
TRACE("Updating scissor rect.\n");
This->state.scissor_rect = src_state->scissor_rect;
}
map = This->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (This->state.streams[i].stride != src_state->streams[i].stride
|| This->state.streams[i].buffer != src_state->streams[i].buffer)
{
TRACE("Updating stream source %u to %p, stride to %u.\n",
i, src_state->streams[i].buffer,
src_state->streams[i].stride);
This->state.streams[i].stride = src_state->streams[i].stride;
if (src_state->streams[i].buffer)
IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->streams[i].buffer);
if (This->state.streams[i].buffer)
IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.streams[i].buffer);
This->state.streams[i].buffer = src_state->streams[i].buffer;
}
}
map = This->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (This->state.streams[i].frequency != src_state->streams[i].frequency
|| This->state.streams[i].flags != src_state->streams[i].flags)
{
TRACE("Updating stream frequency %u to %u flags to %#x.\n",
i, src_state->streams[i].frequency, src_state->streams[i].flags);
This->state.streams[i].frequency = src_state->streams[i].frequency;
This->state.streams[i].flags = src_state->streams[i].flags;
}
}
map = This->changed.clipplane;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (memcmp(src_state->clip_planes[i], This->state.clip_planes[i], sizeof(*This->state.clip_planes)))
{
TRACE("Updating clipplane %u.\n", i);
memcpy(This->state.clip_planes[i], src_state->clip_planes[i], sizeof(*This->state.clip_planes));
}
}
/* Render */
for (i = 0; i < This->num_contained_render_states; ++i)
{
WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
This->state.render_states[rs] = src_state->render_states[rs];
}
/* 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;
TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
src_state->texture_states[stage][state], This->state.texture_states[stage][state]);
This->state.texture_states[stage][state] = src_state->texture_states[stage][state];
}
/* Samplers */
map = This->changed.textures;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
TRACE("Updating texture %u to %p (was %p).\n",
i, src_state->textures[i], This->state.textures[i]);
if (src_state->textures[i])
IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)src_state->textures[i]);
if (This->state.textures[i])
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[i]);
This->state.textures[i] = src_state->textures[i];
}
for (i = 0; i < This->num_contained_sampler_states; ++i)
{
DWORD stage = This->contained_sampler_states[i].stage;
DWORD state = This->contained_sampler_states[i].state;
TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
src_state->sampler_states[stage][state], This->state.sampler_states[stage][state]);
This->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
}
if (This->changed.pixelShader && This->state.pixel_shader != src_state->pixel_shader)
{
if (src_state->pixel_shader)
IWineD3DPixelShader_AddRef((IWineD3DPixelShader *)src_state->pixel_shader);
if (This->state.pixel_shader)
IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
This->state.pixel_shader = src_state->pixel_shader;
}
wined3d_state_record_lights(&This->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);
}
}
}
static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice *device = (IWineD3DDevice *)This->device;
unsigned int i;
DWORD map;
TRACE("(%p) : Applying state block %p ------------------v\n", This, device);
TRACE("Blocktype: %d\n", This->blockType);
if (This->changed.vertexShader)
IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)This->state.vertex_shader);
/* Vertex Shader Constants */
for (i = 0; i < This->num_contained_vs_consts_f; ++i)
{
IWineD3DDevice_SetVertexShaderConstantF(device, This->contained_vs_consts_f[i],
This->state.vs_consts_f + This->contained_vs_consts_f[i] * 4, 1);
}
for (i = 0; i < This->num_contained_vs_consts_i; ++i)
{
IWineD3DDevice_SetVertexShaderConstantI(device, This->contained_vs_consts_i[i],
This->state.vs_consts_i + This->contained_vs_consts_i[i] * 4, 1);
}
for (i = 0; i < This->num_contained_vs_consts_b; ++i)
{
IWineD3DDevice_SetVertexShaderConstantB(device, This->contained_vs_consts_b[i],
This->state.vs_consts_b + This->contained_vs_consts_b[i], 1);
}
apply_lights(device, &This->state);
if (This->changed.pixelShader)
IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)This->state.pixel_shader);
/* Pixel Shader Constants */
for (i = 0; i < This->num_contained_ps_consts_f; ++i)
{
IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
This->state.ps_consts_f + This->contained_ps_consts_f[i] * 4, 1);
}
for (i = 0; i < This->num_contained_ps_consts_i; ++i)
{
IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
This->state.ps_consts_i + This->contained_ps_consts_i[i] * 4, 1);
}
for (i = 0; i < This->num_contained_ps_consts_b; ++i)
{
IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
This->state.ps_consts_b + This->contained_ps_consts_b[i], 1);
}
/* Render */
for (i = 0; i < This->num_contained_render_states; ++i)
{
IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
This->state.render_states[This->contained_render_states[i]]);
}
/* 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;
IWineD3DDevice_SetTextureStageState(device, stage, state, This->state.texture_states[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;
DWORD value = This->state.sampler_states[stage][state];
if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
IWineD3DDevice_SetSamplerState(device, stage, state, value);
}
for (i = 0; i < This->num_contained_transform_states; ++i)
{
IWineD3DDevice_SetTransform(device, This->contained_transform_states[i],
&This->state.transforms[This->contained_transform_states[i]]);
}
if (This->changed.primitive_type)
{
This->device->updateStateBlock->changed.primitive_type = TRUE;
This->device->updateStateBlock->state.gl_primitive_type = This->state.gl_primitive_type;
}
if (This->changed.indices)
{
IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)This->state.index_buffer, This->state.index_format);
IWineD3DDevice_SetBaseVertexIndex(device, This->state.base_vertex_index);
}
if (This->changed.vertexDecl && This->state.vertex_declaration)
{
IWineD3DDevice_SetVertexDeclaration(device, (IWineD3DVertexDeclaration *)This->state.vertex_declaration);
}
if (This->changed.material)
{
IWineD3DDevice_SetMaterial(device, &This->state.material);
}
if (This->changed.viewport)
{
IWineD3DDevice_SetViewport(device, &This->state.viewport);
}
if (This->changed.scissorRect)
{
IWineD3DDevice_SetScissorRect(device, &This->state.scissor_rect);
}
map = This->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1)
IWineD3DDevice_SetStreamSource(device, i,
(IWineD3DBuffer *)This->state.streams[i].buffer,
0, This->state.streams[i].stride);
}
map = This->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1)
IWineD3DDevice_SetStreamSourceFreq(device, i,
This->state.streams[i].frequency | This->state.streams[i].flags);
}
map = This->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 *)This->state.textures[i]);
}
map = This->changed.clipplane;
for (i = 0; map; map >>= 1, ++i)
{
float clip[4];
if (!(map & 1)) continue;
clip[0] = This->state.clip_planes[i][0];
clip[1] = This->state.clip_planes[i][1];
clip[2] = This->state.clip_planes[i][2];
clip[3] = This->state.clip_planes[i][3];
IWineD3DDevice_SetClipPlane(device, i, clip);
}
This->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
for (i = 0; i < MAX_TEXTURES - 1; ++i)
{
if (This->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
{
This->device->stateBlock->state.lowest_disabled_stage = i;
break;
}
}
TRACE("(%p) : Applied state block %p ------------------^\n", This, device);
return WINED3D_OK;
}
void stateblock_init_default_state(IWineD3DStateBlockImpl *stateblock)
{
IWineD3DDeviceImpl *device = stateblock->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_state *state = &stateblock->state;
union {
WINED3DLINEPATTERN lp;
DWORD d;
} 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");
}
/**********************************************************
* IWineD3DStateBlock VTbl follows
**********************************************************/
static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
{
/* IUnknown */
IWineD3DStateBlockImpl_QueryInterface,
IWineD3DStateBlockImpl_AddRef,
IWineD3DStateBlockImpl_Release,
/* IWineD3DStateBlock */
IWineD3DStateBlockImpl_Capture,
IWineD3DStateBlockImpl_Apply,
};
HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
{
unsigned int i;
HRESULT hr;
stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
stateblock->ref = 1;
stateblock->device = device;
stateblock->blockType = type;
for (i = 0; i < LIGHTMAP_SIZE; i++)
{
list_init(&stateblock->state.light_map[i]);
}
hr = stateblock_allocate_shader_constants(stateblock);
if (FAILED(hr)) return hr;
/* The WINED3DSBT_INIT stateblock type is used during initialization to
* produce a placeholder stateblock so other functions called can update a
* state block. */
if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
TRACE("Updating changed flags appropriate for type %#x.\n", type);
switch (type)
{
case WINED3DSBT_ALL:
stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
device->d3d_pshader_constantF);
break;
case WINED3DSBT_PIXELSTATE:
stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
break;
case WINED3DSBT_VERTEXSTATE:
stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
break;
default:
FIXME("Unrecognized state block type %#x.\n", type);
break;
}
stateblock_init_contained_states(stateblock);
IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
return WINED3D_OK;
}