Sweden-Number/dlls/d3d8/stateblock.c

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/*
* state block implementation
*
* Copyright 2002 Raphael Junqueira
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include <math.h>
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 38
#define NUM_SAVEDPIXELSTATES_T 27
#define NUM_SAVEDVERTEXSTATES_R 33
#define NUM_SAVEDVERTEXSTATES_T 2
/*
* Globals
*/
extern DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
extern DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
extern DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
extern DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
static const float idmatrix[16] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* This) {
D3DLINEPATTERN lp;
int i;
int j;
LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
/* Note this may have a large overhead but it should only be executed
once, in order to initialize the complete state of the device and
all opengl equivalents */
TRACE("-----------------------> Setting up device defaults...\n");
This->StateBlock->blockType = D3DSBT_ALL;
/* FIXME: Set some of the defaults for lights, transforms etc */
memcpy(&This->StateBlock->transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix));
memcpy(&This->StateBlock->transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix));
for (i = 0; i < 256; ++i) {
memcpy(&This->StateBlock->transforms[D3DTS_WORLDMATRIX(i)], &idmatrix, sizeof(idmatrix));
}
/* Render states: */
if (This->PresentParms.EnableAutoDepthStencil) {
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE);
} else {
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE);
}
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FILLMODE, D3DFILL_SOLID);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
lp.wRepeatFactor = 0; lp.wLinePattern = 0; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, (DWORD) &lp);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZWRITEENABLE, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHATESTENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LASTPIXEL, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SRCBLEND, D3DBLEND_ONE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DESTBLEND, D3DBLEND_ZERO);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CULLMODE, D3DCULL_CCW);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAREF, 0xff); /*??*/
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DITHERENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHABLENDENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZVISIBLE, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGCOLOR, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, 0.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EDGEANTIALIAS, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZBIAS, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_RANGEFOGENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
/* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
* so only a single call performed (and ensure defaults initialized before making that call)
*
* IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
* IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
*/
This->StateBlock->renderstate[D3DRS_STENCILREF] = 0;
This->StateBlock->renderstate[D3DRS_STENCILMASK] = 0xFFFFFFFF;
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP1, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP2, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP3, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP4, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP5, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP6, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP7, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPING, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LIGHTING, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENT, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORVERTEX, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LOCALVIEWER, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALIZENORMALS, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPLANEENABLE, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, 0.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSPRITEENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALEENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_A, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_B, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_C, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, (DWORD) 64.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, (DWORD) 0.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR);
/* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < GL_LIMITS(textures); i++) {
memcpy(&This->StateBlock->transforms[D3DTS_TEXTURE0 + i], &idmatrix, sizeof(idmatrix));
This->StateBlock->texture_state[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
This->StateBlock->texture_state[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
This->StateBlock->texture_state[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
This->StateBlock->texture_state[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
This->StateBlock->texture_state[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
This->StateBlock->texture_state[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
This->StateBlock->texture_state[i][D3DTSS_TEXCOORDINDEX ] = i;
This->StateBlock->texture_state[i][D3DTSS_ADDRESSU ] = D3DTADDRESS_WRAP;
This->StateBlock->texture_state[i][D3DTSS_ADDRESSV ] = D3DTADDRESS_WRAP;
This->StateBlock->texture_state[i][D3DTSS_BORDERCOLOR ] = 0x00;
This->StateBlock->texture_state[i][D3DTSS_MAGFILTER ] = D3DTEXF_POINT;
This->StateBlock->texture_state[i][D3DTSS_MINFILTER ] = D3DTEXF_POINT;
This->StateBlock->texture_state[i][D3DTSS_MIPFILTER ] = D3DTEXF_NONE;
This->StateBlock->texture_state[i][D3DTSS_MIPMAPLODBIAS ] = 0;
This->StateBlock->texture_state[i][D3DTSS_MAXMIPLEVEL ] = 0;
This->StateBlock->texture_state[i][D3DTSS_MAXANISOTROPY ] = 1;
This->StateBlock->texture_state[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
This->StateBlock->texture_state[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
This->StateBlock->texture_state[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
This->StateBlock->texture_state[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
This->StateBlock->texture_state[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
This->StateBlock->texture_state[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
This->StateBlock->texture_state[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
}
/* Under DirectX you can have texture stage operations even if no texture is
bound, whereas opengl will only do texture operations when a valid texture is
bound. We emulate this by creating dummy textures and binding them to each
texture stage, but disable all stages by default. Hence if a stage is enabled
then the default texture will kick in until replaced by a SetTexture call */
ENTER_GL();
for (i = 0; i < GL_LIMITS(textures); i++) {
GLubyte white = 255;
/* Note this avoids calling settexture, so pretend it has been called */
This->StateBlock->Set.textures[i] = TRUE;
This->StateBlock->Changed.textures[i] = TRUE;
This->StateBlock->textures[i] = NULL;
/* Make appropriate texture active */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
#if defined(GL_VERSION_1_3)
glActiveTexture(GL_TEXTURE0 + i);
#else
glActiveTextureARB(GL_TEXTURE0_ARB + i);
#endif
checkGLcall("glActiveTextureARB");
} else if (i > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
}
/* Generate an opengl texture name */
glGenTextures(1, &This->dummyTextureName[i]);
checkGLcall("glGenTextures");
TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
/* Generate a dummy 1d texture */
This->StateBlock->textureDimensions[i] = GL_TEXTURE_1D;
glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
checkGLcall("glBindTexture");
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
checkGLcall("glTexImage1D");
/* Reapply all the texture state information to this texture */
setupTextureStates(iface, i, REAPPLY_ALL);
}
LEAVE_GL();
/* defaulting palettes */
for (i = 0; i < MAX_PALETTES; ++i) {
for (j = 0; j < 256; ++j) {
This->palettes[i][j].peRed = 0xFF;
This->palettes[i][j].peGreen = 0xFF;
This->palettes[i][j].peBlue = 0xFF;
This->palettes[i][j].peFlags = 0xFF;
}
}
This->currentPalette = 0;
TRACE("-----------------------> Device defaults now set up...\n");
return D3D_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_CreateStateBlock(IDirect3DDevice8Impl* This, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlockImpl** ppStateBlock) {
IDirect3DStateBlockImpl* object;
UINT i, j;
TRACE("(%p) : Type(%d)\n", This, Type);
/* Allocate Storage */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
if (object) {
if (NULL == This->StateBlock) { /** if it the main stateblock only do init and returns */
/*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
object->device = This;
object->ref = 1;
object->blockType = Type;
This->StateBlock = object;
/* don't forget to init it calling InitStartupStateBlock */
return D3D_OK;
}
memcpy(object, This->StateBlock, sizeof(IDirect3DStateBlockImpl));
} else {
*ppStateBlock = (IDirect3DStateBlockImpl*) 0xFFFFFFFF;
return E_OUTOFMEMORY;
}
/*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
object->device = This;
object->ref = 1;
object->blockType = Type;
TRACE("Updating changed flags appropriate for type %d\n", Type);
if (Type == D3DSBT_ALL) {
TRACE("ALL => Pretend everything has changed\n");
memset(&object->Changed, TRUE, sizeof(This->StateBlock->Changed));
} else if (Type == D3DSBT_PIXELSTATE) {
memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
/* TODO: Pixel Shader Constants */
object->Changed.pixelShader = TRUE;
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
object->Changed.renderstate[SavedPixelStates_R[i]] = TRUE;
}
for (j = 0; j < GL_LIMITS(textures); i++) {
for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
object->Changed.texture_state[j][SavedPixelStates_T[i]] = TRUE;
}
}
} else if (Type == D3DSBT_VERTEXSTATE) {
memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
/* TODO: Vertex Shader Constants */
object->Changed.vertexShader = TRUE;
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
object->Changed.renderstate[SavedVertexStates_R[i]] = TRUE;
}
for (j = 0; j < GL_LIMITS(textures); i++) {
for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
object->Changed.texture_state[j][SavedVertexStates_T[i]] = TRUE;
}
}
/* Duplicate light chain */
{
PLIGHTINFOEL *src = NULL;
PLIGHTINFOEL *dst = NULL;
PLIGHTINFOEL *newEl = NULL;
src = This->StateBlock->lights;
object->lights = NULL;
while (src) {
newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY;
memcpy(newEl, src, sizeof(PLIGHTINFOEL));
newEl->prev = dst;
newEl->changed = TRUE;
newEl->enabledChanged = TRUE;
if (dst == NULL) {
object->lights = newEl;
} else {
dst->next = newEl;
}
dst = newEl;
src = src->next;
}
}
} else {
FIXME("Unrecognized state block type %d\n", Type);
}
TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
*ppStateBlock = object;
return D3D_OK;
}
/** yakkk temporary waiting for Release */
HRESULT WINAPI IDirect3DDeviceImpl_DeleteStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
PLIGHTINFOEL *tmp;
TRACE("(%p) : freeing StateBlock %p\n", This, pSB);
tmp = pSB->lights;
if (tmp) tmp = tmp->next;
while (tmp != NULL) {
HeapFree(GetProcessHeap(), 0, (void *)(tmp->prev));
tmp = tmp->next;
}
if (tmp) HeapFree(GetProcessHeap(), 0, (void *)tmp);
HeapFree(GetProcessHeap(), 0, (void *)pSB);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_BeginStateBlock(IDirect3DDevice8Impl* This) {
IDirect3DStateBlockImpl* object;
TRACE("(%p)\n", This);
if (This->isRecordingState) {
TRACE("(%p) already recording! returning error\n", This);
return D3DERR_INVALIDCALL;
}
/* Allocate Storage */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
if (object) {
} else {
return E_OUTOFMEMORY;
}
/*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
object->device = This;
object->ref = 1;
This->isRecordingState = TRUE;
This->UpdateStateBlock = object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_EndStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl** ppStateBlock) {
TRACE("(%p)\n", This);
if (!This->isRecordingState) {
TRACE("(%p) not recording! returning error\n", This);
*ppStateBlock = NULL;
return D3DERR_INVALIDCALL;
}
This->UpdateStateBlock->blockType = D3DSBT_RECORDED;
*ppStateBlock = This->UpdateStateBlock; /* FIXME: AddRef() */
This->isRecordingState = FALSE;
This->UpdateStateBlock = This->StateBlock;
TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_ApplyStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
UINT i;
UINT j;
LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
TRACE("(%p) : Applying state block %p ------------------v\n", This, pSB);
/* FIXME: Only apply applicable states not all states */
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) {
PLIGHTINFOEL *toDo = pSB->lights;
while (toDo != NULL) {
if (toDo->changed)
IDirect3DDevice8Impl_SetLight(iface, toDo->OriginalIndex, &toDo->OriginalParms);
if (toDo->enabledChanged)
IDirect3DDevice8Impl_LightEnable(iface, toDo->OriginalIndex, toDo->lightEnabled);
toDo = toDo->next;
}
if (pSB->Set.vertexShader && pSB->Changed.vertexShader)
IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader);
/* TODO: Vertex Shader Constants */
}
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) {
if (pSB->Set.pixelShader && pSB->Changed.pixelShader)
IDirect3DDevice8Impl_SetPixelShader(iface, pSB->PixelShader);
/* TODO: Pixel Shader Constants */
}
/* Others + Render & Texture */
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL) {
for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
if (pSB->Set.transform[i] && pSB->Changed.transform[i])
IDirect3DDevice8Impl_SetTransform(iface, i, &pSB->transforms[i]);
}
if (pSB->Set.Indices && pSB->Changed.Indices)
IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex);
if (pSB->Set.material && pSB->Changed.material)
IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material);
if (pSB->Set.viewport && pSB->Changed.viewport)
IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport);
for (i=0; i<MAX_STREAMS; i++) {
if (pSB->Set.stream_source[i] && pSB->Changed.stream_source[i])
IDirect3DDevice8Impl_SetStreamSource(iface, i, pSB->stream_source[i], pSB->stream_stride[i]);
}
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) {
float clip[4];
clip[0] = pSB->clipplane[i][0];
clip[1] = pSB->clipplane[i][1];
clip[2] = pSB->clipplane[i][2];
clip[3] = pSB->clipplane[i][3];
IDirect3DDevice8Impl_SetClipPlane(iface, i, clip);
}
}
/* Render */
for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
if (pSB->Set.renderstate[i] && pSB->Changed.renderstate[i])
IDirect3DDevice8Impl_SetRenderState(iface, i, pSB->renderstate[i]);
}
/* Texture */
for (j = 0; j < GL_LIMITS(textures); j++) {
for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
if (pSB->Set.texture_state[j][i] && pSB->Changed.texture_state[j][i]) {
IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]);
}
}
if (pSB->Set.textures[j] && pSB->Changed.textures[j]) {
IDirect3DDevice8Impl_SetTexture(iface, j, pSB->textures[j]);
}
}
} else if (pSB->blockType == D3DSBT_PIXELSTATE) {
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
if (pSB->Set.renderstate[SavedPixelStates_R[i]] && pSB->Changed.renderstate[SavedPixelStates_R[i]])
IDirect3DDevice8Impl_SetRenderState(iface, SavedPixelStates_R[i], pSB->renderstate[SavedPixelStates_R[i]]);
}
for (j = 0; j < GL_LIMITS(textures); i++) {
for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
if (pSB->Set.texture_state[j][SavedPixelStates_T[i]] &&
pSB->Changed.texture_state[j][SavedPixelStates_T[i]])
IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedPixelStates_T[i], pSB->texture_state[j][SavedPixelStates_T[i]]);
}
}
} else if (pSB->blockType == D3DSBT_VERTEXSTATE) {
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
if (pSB->Set.renderstate[SavedVertexStates_R[i]] && pSB->Changed.renderstate[SavedVertexStates_R[i]])
IDirect3DDevice8Impl_SetRenderState(iface, SavedVertexStates_R[i], pSB->renderstate[SavedVertexStates_R[i]]);
}
for (j = 0; j < GL_LIMITS(textures); i++) {
for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
if (pSB->Set.texture_state[j][SavedVertexStates_T[i]] &&
pSB->Changed.texture_state[j][SavedVertexStates_T[i]])
IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedVertexStates_T[i], pSB->texture_state[j][SavedVertexStates_T[i]]);
}
}
} else {
FIXME("Unrecognized state block type %d\n", pSB->blockType);
}
memcpy(&This->StateBlock->Changed, &pSB->Changed, sizeof(This->StateBlock->Changed));
TRACE("(%p) : Applied state block %p ------------------^\n", This, pSB);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_CaptureStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* updateBlock) {
LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
PLIGHTINFOEL *tmp;
TRACE("(%p) : Updating state block %p ------------------v \n", This, updateBlock);
/* If not recorded, then update can just recapture */
if (updateBlock->blockType != D3DSBT_RECORDED) {
IDirect3DStateBlockImpl* tmpBlock;
IDirect3DDeviceImpl_CreateStateBlock(This, updateBlock->blockType, &tmpBlock);
/* Note just swap the light chains over so when deleting, the old one goes */
tmp = updateBlock->lights;
memcpy(updateBlock, tmpBlock, sizeof(IDirect3DStateBlockImpl));
tmpBlock->lights = tmp;
/* Delete the temporary one (which points to the old light chain though */
IDirect3DDeviceImpl_DeleteStateBlock(This, tmpBlock);
} else {
int i, j;
PLIGHTINFOEL *src;
/* Recorded => Only update 'changed' values */
if (updateBlock->Set.vertexShader && updateBlock->VertexShader != This->StateBlock->VertexShader) {
updateBlock->VertexShader = This->StateBlock->VertexShader;
TRACE("Updating vertex shader to %ld\n", This->StateBlock->VertexShader);
}
/* TODO: Vertex Shader Constants */
/* 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 */
src = updateBlock->lights;
while (src != NULL) {
PLIGHTINFOEL *realLight = NULL;
/* Locate the light in the live lights */
realLight = This->StateBlock->lights;
while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
if (realLight == NULL) {
FIXME("A captured light no longer exists...?\n");
} else {
/* If 'changed' then its a SetLight command. Rather than comparing to see
if the OriginalParms have changed and then copy them (twice through
memory) just do the copy */
if (src->changed) {
TRACE("Updating lights for light %ld\n", src->OriginalIndex);
memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
}
/* If 'enabledChanged' then its a LightEnable command */
if (src->enabledChanged) {
TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
src->lightEnabled = realLight->lightEnabled;
}
}
src = src->next;
}
if (updateBlock->Set.pixelShader && updateBlock->PixelShader != This->StateBlock->PixelShader) {
TRACE("Updating pixel shader to %ld\n", This->StateBlock->PixelShader);
IDirect3DDevice8Impl_SetVertexShader(iface, updateBlock->PixelShader);
}
/* TODO: Pixel Shader Constants */
/* Others + Render & Texture */
for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
if (updateBlock->Set.transform[i] && memcmp(&This->StateBlock->transforms[i],
&updateBlock->transforms[i],
sizeof(D3DMATRIX)) != 0) {
TRACE("Updating transform %d\n", i);
memcpy(&updateBlock->transforms[i], &This->StateBlock->transforms[i], sizeof(D3DMATRIX));
}
}
if (updateBlock->Set.Indices && ((updateBlock->pIndexData != This->StateBlock->pIndexData)
|| (updateBlock->baseVertexIndex != This->StateBlock->baseVertexIndex))) {
TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
This->StateBlock->pIndexData, This->StateBlock->baseVertexIndex);
updateBlock->pIndexData = This->StateBlock->pIndexData;
updateBlock->baseVertexIndex = This->StateBlock->baseVertexIndex;
}
if (updateBlock->Set.material && memcmp(&This->StateBlock->material,
&updateBlock->material,
sizeof(D3DMATERIAL8)) != 0) {
TRACE("Updating material\n");
memcpy(&updateBlock->material, &This->StateBlock->material, sizeof(D3DMATERIAL8));
}
if (updateBlock->Set.viewport && memcmp(&This->StateBlock->viewport,
&updateBlock->viewport,
sizeof(D3DVIEWPORT8)) != 0) {
TRACE("Updating viewport\n");
memcpy(&updateBlock->viewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8));
}
for (i = 0; i < MAX_STREAMS; i++) {
if (updateBlock->Set.stream_source[i] &&
((updateBlock->stream_stride[i] != This->StateBlock->stream_stride[i]) ||
(updateBlock->stream_source[i] != This->StateBlock->stream_source[i]))) {
TRACE("Updating stream source %d to %p, stride to %d\n", i, This->StateBlock->stream_source[i],
This->StateBlock->stream_stride[i]);
updateBlock->stream_stride[i] = This->StateBlock->stream_stride[i];
updateBlock->stream_source[i] = This->StateBlock->stream_source[i];
}
}
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
if (updateBlock->Set.clipplane[i] && memcmp(&This->StateBlock->clipplane[i],
&updateBlock->clipplane[i],
sizeof(updateBlock->clipplane)) != 0) {
TRACE("Updating clipplane %d\n", i);
memcpy(&updateBlock->clipplane[i], &This->StateBlock->clipplane[i],
sizeof(updateBlock->clipplane));
}
}
/* Render */
for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
if (updateBlock->Set.renderstate[i] && (updateBlock->renderstate[i] !=
This->StateBlock->renderstate[i])) {
TRACE("Updating renderstate %d to %ld\n", i, This->StateBlock->renderstate[i]);
updateBlock->renderstate[i] = This->StateBlock->renderstate[i];
}
}
/* Texture */
for (j = 0; j < GL_LIMITS(textures); j++) {
for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
if (updateBlock->Set.texture_state[j][i] && (updateBlock->texture_state[j][i] !=
This->StateBlock->texture_state[j][i])) {
TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, This->StateBlock->texture_state[j][i],
updateBlock->texture_state[j][i]);
updateBlock->texture_state[j][i] = This->StateBlock->texture_state[j][i];
}
if (updateBlock->Set.textures[j] && (updateBlock->textures[j] != This->StateBlock->textures[j])) {
TRACE("Updating texture %d to %p (was %p)\n", j, This->StateBlock->textures[j], updateBlock->textures[j]);
updateBlock->textures[j] = This->StateBlock->textures[j];
}
}
}
}
TRACE("(%p) : Updated state block %p ------------------^\n", This, updateBlock);
return D3D_OK;
}
DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
D3DRS_ALPHABLENDENABLE ,
D3DRS_ALPHAFUNC ,
D3DRS_ALPHAREF ,
D3DRS_ALPHATESTENABLE ,
D3DRS_BLENDOP ,
D3DRS_COLORWRITEENABLE ,
D3DRS_DESTBLEND ,
D3DRS_DITHERENABLE ,
D3DRS_EDGEANTIALIAS ,
D3DRS_FILLMODE ,
D3DRS_FOGDENSITY ,
D3DRS_FOGEND ,
D3DRS_FOGSTART ,
D3DRS_LASTPIXEL ,
D3DRS_LINEPATTERN ,
D3DRS_SHADEMODE ,
D3DRS_SRCBLEND ,
D3DRS_STENCILENABLE ,
D3DRS_STENCILFAIL ,
D3DRS_STENCILFUNC ,
D3DRS_STENCILMASK ,
D3DRS_STENCILPASS ,
D3DRS_STENCILREF ,
D3DRS_STENCILWRITEMASK ,
D3DRS_STENCILZFAIL ,
D3DRS_TEXTUREFACTOR ,
D3DRS_WRAP0 ,
D3DRS_WRAP1 ,
D3DRS_WRAP2 ,
D3DRS_WRAP3 ,
D3DRS_WRAP4 ,
D3DRS_WRAP5 ,
D3DRS_WRAP6 ,
D3DRS_WRAP7 ,
D3DRS_ZBIAS ,
D3DRS_ZENABLE ,
D3DRS_ZFUNC ,
D3DRS_ZWRITEENABLE
};
DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
D3DTSS_ADDRESSU ,
D3DTSS_ADDRESSV ,
D3DTSS_ADDRESSW ,
D3DTSS_ALPHAARG0 ,
D3DTSS_ALPHAARG1 ,
D3DTSS_ALPHAARG2 ,
D3DTSS_ALPHAOP ,
D3DTSS_BORDERCOLOR ,
D3DTSS_BUMPENVLOFFSET ,
D3DTSS_BUMPENVLSCALE ,
D3DTSS_BUMPENVMAT00 ,
D3DTSS_BUMPENVMAT01 ,
D3DTSS_BUMPENVMAT10 ,
D3DTSS_BUMPENVMAT11 ,
D3DTSS_COLORARG0 ,
D3DTSS_COLORARG1 ,
D3DTSS_COLORARG2 ,
D3DTSS_COLOROP ,
D3DTSS_MAGFILTER ,
D3DTSS_MAXANISOTROPY ,
D3DTSS_MAXMIPLEVEL ,
D3DTSS_MINFILTER ,
D3DTSS_MIPFILTER ,
D3DTSS_MIPMAPLODBIAS ,
D3DTSS_RESULTARG ,
D3DTSS_TEXCOORDINDEX ,
D3DTSS_TEXTURETRANSFORMFLAGS
};
DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
D3DRS_AMBIENT ,
D3DRS_AMBIENTMATERIALSOURCE ,
D3DRS_CLIPPING ,
D3DRS_CLIPPLANEENABLE ,
D3DRS_COLORVERTEX ,
D3DRS_DIFFUSEMATERIALSOURCE ,
D3DRS_EMISSIVEMATERIALSOURCE ,
D3DRS_FOGDENSITY ,
D3DRS_FOGEND ,
D3DRS_FOGSTART ,
D3DRS_FOGTABLEMODE ,
D3DRS_FOGVERTEXMODE ,
D3DRS_INDEXEDVERTEXBLENDENABLE ,
D3DRS_LIGHTING ,
D3DRS_LOCALVIEWER ,
D3DRS_MULTISAMPLEANTIALIAS ,
D3DRS_MULTISAMPLEMASK ,
D3DRS_NORMALIZENORMALS ,
D3DRS_PATCHEDGESTYLE ,
D3DRS_PATCHSEGMENTS ,
D3DRS_POINTSCALE_A ,
D3DRS_POINTSCALE_B ,
D3DRS_POINTSCALE_C ,
D3DRS_POINTSCALEENABLE ,
D3DRS_POINTSIZE ,
D3DRS_POINTSIZE_MAX ,
D3DRS_POINTSIZE_MIN ,
D3DRS_POINTSPRITEENABLE ,
D3DRS_RANGEFOGENABLE ,
D3DRS_SOFTWAREVERTEXPROCESSING ,
D3DRS_SPECULARMATERIALSOURCE ,
D3DRS_TWEENFACTOR ,
D3DRS_VERTEXBLEND
};
DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
D3DTSS_TEXCOORDINDEX ,
D3DTSS_TEXTURETRANSFORMFLAGS
};