Sweden-Number/dlls/wined3d/stateblock.c

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/*
* state block implementation
*
* Copyright 2002 Raphael Junqueira
2005-03-02 14:44:58 +01:00
* 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,
};
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/* 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)
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{
IWineD3DDeviceImpl *device = object->device;
/* Allocate space for floating point constants */
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object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(float) * device->d3d_pshader_constantF * 4);
if (!object->pixelShaderConstantF) goto fail;
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object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(BOOL) * device->d3d_pshader_constantF);
if (!object->changed.pixelShaderConstantsF) goto fail;
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object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(float) * device->d3d_vshader_constantF * 4);
if (!object->vertexShaderConstantF) goto fail;
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object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(BOOL) * device->d3d_vshader_constantF);
if (!object->changed.vertexShaderConstantsF) goto fail;
2009-10-22 10:09:54 +02:00
object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
sizeof(DWORD) * device->d3d_vshader_constantF);
if (!object->contained_vs_consts_f) goto fail;
2009-10-22 10:09:54 +02:00
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->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, DWORD vs_consts, DWORD ps_consts)
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{
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) * 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->lightMap[i], &dst_light->entry);
}
}
}
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/**********************************************************
* IWineD3DStateBlockImpl IUnknown parts follows
**********************************************************/
static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
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{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DStateBlock))
{
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IUnknown_AddRef(iface);
*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
ULONG refCount = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
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return refCount;
}
static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
ULONG refCount = InterlockedDecrement(&This->ref);
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TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
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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])
{
struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
list_remove(&light->entry);
HeapFree(GetProcessHeap(), 0, light);
}
}
HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
HeapFree(GetProcessHeap(), 0, This->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);
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HeapFree(GetProcessHeap(), 0, This);
}
return refCount;
}
/**********************************************************
* IWineD3DStateBlockImpl parts follows
**********************************************************/
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;
struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
/* Look up the light in the destination */
LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
if (realLight->OriginalIndex == src->OriginalIndex)
{
src->OriginalParms = realLight->OriginalParms;
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)
{
/* This can happen if the light was originally created as a
* default light for SetLightEnable() while recording. */
WARN("Light %u in stateblock %p does not exist in device stateblock %p.\n",
src->OriginalIndex, This, targetStateBlock);
src->OriginalParms = WINED3D_default_light;
if (src->glIndex != -1)
{
This->activeLights[src->glIndex] = NULL;
src->glIndex = -1;
}
}
}
}
}
static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DStateBlockImpl *targetStateBlock = This->device->stateBlock;
unsigned int i;
DWORD map;
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TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
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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;
}
2005-07-05 16:05:18 +02:00
/* 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 %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
This, targetStateBlock, idx,
targetStateBlock->vertexShaderConstantF[idx * 4 + 0],
targetStateBlock->vertexShaderConstantF[idx * 4 + 1],
targetStateBlock->vertexShaderConstantF[idx * 4 + 2],
targetStateBlock->vertexShaderConstantF[idx * 4 + 3]);
This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0];
This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1];
This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2];
This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3];
}
/* 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 %p from %p %u to {%d, %d, %d, %d}.\n",
This, targetStateBlock, idx,
targetStateBlock->vertexShaderConstantI[idx * 4 + 0],
targetStateBlock->vertexShaderConstantI[idx * 4 + 1],
targetStateBlock->vertexShaderConstantI[idx * 4 + 2],
targetStateBlock->vertexShaderConstantI[idx * 4 + 3]);
This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0];
This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1];
This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2];
This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3];
}
/* 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 %p from %p %u to %s.\n",
This, targetStateBlock, idx,
targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE");
This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[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 %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
This, targetStateBlock, idx,
targetStateBlock->pixelShaderConstantF[idx * 4 + 0],
targetStateBlock->pixelShaderConstantF[idx * 4 + 1],
targetStateBlock->pixelShaderConstantF[idx * 4 + 2],
targetStateBlock->pixelShaderConstantF[idx * 4 + 3]);
This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0];
This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1];
This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2];
This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3];
}
/* Pixel Shader Integer Constants */
for (i = 0; i < This->num_contained_ps_consts_i; ++i)
{
unsigned int idx = This->contained_ps_consts_i[i];
TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
This, targetStateBlock, idx,
targetStateBlock->pixelShaderConstantI[idx * 4 + 0],
targetStateBlock->pixelShaderConstantI[idx * 4 + 1],
targetStateBlock->pixelShaderConstantI[idx * 4 + 2],
targetStateBlock->pixelShaderConstantI[idx * 4 + 3]);
This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0];
This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1];
This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2];
This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3];
}
/* Pixel Shader Boolean Constants */
for (i = 0; i < This->num_contained_ps_consts_b; ++i)
{
unsigned int idx = This->contained_ps_consts_b[i];
TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE");
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This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx];
}
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/* Others + Render & Texture */
for (i = 0; i < This->num_contained_transform_states; ++i)
{
WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
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TRACE("Updating transform %#x.\n", transform);
This->transforms[transform] = targetStateBlock->transforms[transform];
}
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if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
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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);
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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(This->material)))
{
TRACE("Updating material.\n");
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This->material = targetStateBlock->material;
}
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if (This->changed.viewport
&& memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(This->viewport)))
{
TRACE("Updating viewport.\n");
This->viewport = targetStateBlock->viewport;
}
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if(This->changed.scissorRect
&& memcmp(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(This->scissorRect)))
{
TRACE("Updating scissor rect.\n");
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This->scissorRect = targetStateBlock->scissorRect;
}
map = This->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
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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));
}
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}
/* Render */
for (i = 0; i < This->num_contained_render_states; ++i)
{
WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
TRACE("Updating renderState %#x to %u.\n", rs, targetStateBlock->renderState[rs]);
This->renderState[rs] = targetStateBlock->renderState[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 %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 (i = 0; i < This->num_contained_sampler_states; ++i)
{
DWORD stage = This->contained_sampler_states[i].stage;
DWORD state = This->contained_sampler_states[i].state;
TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage, state,
targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
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);
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TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
return WINED3D_OK;
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}
static void apply_lights(IWineD3DDevice *device, const IWineD3DStateBlockImpl *This)
{
UINT i;
for(i = 0; i < LIGHTMAP_SIZE; i++) {
struct list *e;
LIST_FOR_EACH(e, &This->lightMap[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)
{
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice *device = (IWineD3DDevice *)This->device;
unsigned int i;
DWORD map;
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TRACE("(%p) : Applying state block %p ------------------v\n", This, device);
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TRACE("Blocktype: %d\n", This->blockType);
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if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(device, This->vertexShader);
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/* Vertex Shader Constants */
for (i = 0; i < This->num_contained_vs_consts_f; ++i)
{
IWineD3DDevice_SetVertexShaderConstantF(device, 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(device, 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(device, This->contained_vs_consts_b[i],
This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
}
apply_lights(device, This);
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if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(device, This->pixelShader);
/* Pixel Shader Constants */
for (i = 0; i < This->num_contained_ps_consts_f; ++i)
{
IWineD3DDevice_SetPixelShaderConstantF(device, 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(device, 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(device, This->contained_ps_consts_b[i],
This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
}
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/* Render */
for (i = 0; i < This->num_contained_render_states; ++i)
{
IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
This->renderState[This->contained_render_states[i]]);
}
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/* 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->textureState[stage][state]);
}
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/* 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->samplerState[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->transforms[This->contained_transform_states[i]]);
}
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if (This->changed.primitive_type)
{
This->device->updateStateBlock->changed.primitive_type = TRUE;
This->device->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
}
if (This->changed.indices)
{
IWineD3DDevice_SetIndexBuffer(device, This->pIndexData, This->IndexFmt);
IWineD3DDevice_SetBaseVertexIndex(device, This->baseVertexIndex);
}
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if (This->changed.vertexDecl && This->vertexDecl)
{
IWineD3DDevice_SetVertexDeclaration(device, This->vertexDecl);
}
if (This->changed.material)
{
IWineD3DDevice_SetMaterial(device, &This->material);
}
if (This->changed.viewport)
{
IWineD3DDevice_SetViewport(device, &This->viewport);
}
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if (This->changed.scissorRect)
{
IWineD3DDevice_SetScissorRect(device, &This->scissorRect);
}
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map = This->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1) IWineD3DDevice_SetStreamSource(device, i, This->streamSource[i], 0, This->streamStride[i]);
}
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map = This->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1) IWineD3DDevice_SetStreamSourceFreq(device, i, This->streamFreq[i] | This->streamFlags[i]);
}
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, 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(device, i, clip);
}
This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
for (i = 0; i < MAX_TEXTURES - 1; ++i)
{
if (This->device->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
{
This->device->stateBlock->lowest_disabled_stage = i;
break;
}
}
TRACE("(%p) : Applied state block %p ------------------^\n", This, device);
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return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice *device = (IWineD3DDevice *)This->device;
IWineD3DDeviceImpl *device_impl = (IWineD3DDeviceImpl *)device;
const struct wined3d_gl_info *gl_info = &device_impl->adapter->gl_info;
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
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once, in order to initialize the complete state of the device and
all opengl equivalents */
TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, device);
/* 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));
}
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TRACE("Render states\n");
/* Render states: */
if (device_impl->auto_depth_stencil)
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);
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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);
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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;
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IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
tmpfloat.f = 1.0f;
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IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
tmpfloat.f = 1.0f;
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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);
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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);
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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);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
tmpfloat.f = 1.0f;
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IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
tmpfloat.f = 1.0f;
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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);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
tmpfloat.f = 1.0f;
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IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
tmpfloat.f = gl_info->limits.pointsize_max;
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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);
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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;
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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);
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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);
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/* clipping status */
This->clip_status.ClipUnion = 0;
This->clip_status.ClipIntersection = 0xFFFFFFFF;
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/* 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;
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/* Sampler states*/
for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
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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;
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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;
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This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
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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 */
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}
for (i = 0; i < gl_info->limits.textures; ++i)
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{
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/* 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 =
{
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/* IUnknown */
IWineD3DStateBlockImpl_QueryInterface,
IWineD3DStateBlockImpl_AddRef,
IWineD3DStateBlockImpl_Release,
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/* IWineD3DStateBlock */
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IWineD3DStateBlockImpl_Capture,
IWineD3DStateBlockImpl_Apply,
IWineD3DStateBlockImpl_InitStartupStateBlock
};
HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
{
unsigned int i;
HRESULT hr;
stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
stateblock->ref = 1;
stateblock->device = device;
stateblock->blockType = type;
for (i = 0; i < LIGHTMAP_SIZE; i++)
{
list_init(&stateblock->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;
TRACE("Updating changed flags appropriate for type %#x.\n", type);
switch (type)
{
case WINED3DSBT_ALL:
stateblock_init_lights(stateblock, device->stateBlock->lightMap);
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->lightMap);
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;
}