diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index a87e3ebbbf3..80d02a3414b 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -1159,7 +1159,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) TRACE("Applied stateblock %p.\n", stateblock); } -static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info) +static void init_default_render_states(DWORD rs[WINEHIGHEST_RENDER_STATE + 1], const struct wined3d_d3d_info *d3d_info) { union { @@ -1171,6 +1171,136 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d float f; DWORD d; } tmpfloat; + + rs[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE; + rs[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID; + rs[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD; + lp.lp.repeat_factor = 0; + lp.lp.line_pattern = 0; + rs[WINED3D_RS_LINEPATTERN] = lp.d; + rs[WINED3D_RS_ZWRITEENABLE] = TRUE; + rs[WINED3D_RS_ALPHATESTENABLE] = FALSE; + rs[WINED3D_RS_LASTPIXEL] = TRUE; + rs[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE; + rs[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO; + rs[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK; + rs[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL; + rs[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS; + rs[WINED3D_RS_ALPHAREF] = 0; + rs[WINED3D_RS_DITHERENABLE] = FALSE; + rs[WINED3D_RS_ALPHABLENDENABLE] = FALSE; + rs[WINED3D_RS_FOGENABLE] = FALSE; + rs[WINED3D_RS_SPECULARENABLE] = FALSE; + rs[WINED3D_RS_ZVISIBLE] = 0; + rs[WINED3D_RS_FOGCOLOR] = 0; + rs[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE; + tmpfloat.f = 0.0f; + rs[WINED3D_RS_FOGSTART] = tmpfloat.d; + tmpfloat.f = 1.0f; + rs[WINED3D_RS_FOGEND] = tmpfloat.d; + tmpfloat.f = 1.0f; + rs[WINED3D_RS_FOGDENSITY] = tmpfloat.d; + rs[WINED3D_RS_EDGEANTIALIAS] = FALSE; + rs[WINED3D_RS_RANGEFOGENABLE] = FALSE; + rs[WINED3D_RS_STENCILENABLE] = FALSE; + rs[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; + rs[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; + rs[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; + rs[WINED3D_RS_STENCILREF] = 0; + rs[WINED3D_RS_STENCILMASK] = 0xffffffff; + rs[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS; + rs[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff; + rs[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff; + rs[WINED3D_RS_WRAP0] = 0; + rs[WINED3D_RS_WRAP1] = 0; + rs[WINED3D_RS_WRAP2] = 0; + rs[WINED3D_RS_WRAP3] = 0; + rs[WINED3D_RS_WRAP4] = 0; + rs[WINED3D_RS_WRAP5] = 0; + rs[WINED3D_RS_WRAP6] = 0; + rs[WINED3D_RS_WRAP7] = 0; + rs[WINED3D_RS_CLIPPING] = TRUE; + rs[WINED3D_RS_LIGHTING] = TRUE; + rs[WINED3D_RS_AMBIENT] = 0; + rs[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE; + rs[WINED3D_RS_COLORVERTEX] = TRUE; + rs[WINED3D_RS_LOCALVIEWER] = TRUE; + rs[WINED3D_RS_NORMALIZENORMALS] = FALSE; + rs[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1; + rs[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2; + rs[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL; + rs[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL; + rs[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE; + rs[WINED3D_RS_CLIPPLANEENABLE] = 0; + rs[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE; + tmpfloat.f = 1.0f; + rs[WINED3D_RS_POINTSIZE] = tmpfloat.d; + tmpfloat.f = 1.0f; + rs[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d; + rs[WINED3D_RS_POINTSPRITEENABLE] = FALSE; + rs[WINED3D_RS_POINTSCALEENABLE] = FALSE; + tmpfloat.f = 1.0f; + rs[WINED3D_RS_POINTSCALE_A] = tmpfloat.d; + tmpfloat.f = 0.0f; + rs[WINED3D_RS_POINTSCALE_B] = tmpfloat.d; + tmpfloat.f = 0.0f; + rs[WINED3D_RS_POINTSCALE_C] = tmpfloat.d; + rs[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE; + rs[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff; + rs[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE; + tmpfloat.f = 1.0f; + rs[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d; + rs[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe; + tmpfloat.f = d3d_info->limits.pointsize_max; + rs[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d; + rs[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE; + rs[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f; + tmpfloat.f = 0.0f; + rs[WINED3D_RS_TWEENFACTOR] = tmpfloat.d; + rs[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD; + rs[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC; + rs[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR; + /* states new in d3d9 */ + rs[WINED3D_RS_SCISSORTESTENABLE] = FALSE; + rs[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0; + tmpfloat.f = 1.0f; + rs[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d; + rs[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d; + rs[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE; + tmpfloat.f = 0.0f; + rs[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d; + rs[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d; + tmpfloat.f = 1.0f; + rs[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d; + tmpfloat.f = 0.0f; + rs[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d; + rs[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE; + rs[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE; + rs[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; + rs[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; + rs[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; + rs[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS; + rs[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f; + rs[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f; + rs[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f; + rs[WINED3D_RS_SRGBWRITEENABLE] = 0; + rs[WINED3D_RS_DEPTHBIAS] = 0; + rs[WINED3D_RS_WRAP8] = 0; + rs[WINED3D_RS_WRAP9] = 0; + rs[WINED3D_RS_WRAP10] = 0; + rs[WINED3D_RS_WRAP11] = 0; + rs[WINED3D_RS_WRAP12] = 0; + rs[WINED3D_RS_WRAP13] = 0; + rs[WINED3D_RS_WRAP14] = 0; + rs[WINED3D_RS_WRAP15] = 0; + rs[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE; + rs[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE; + rs[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO; + rs[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD; +} + +static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info) +{ unsigned int i; struct wined3d_matrix identity; @@ -1188,133 +1318,7 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity; } - TRACE("Render states\n"); - /* Render states: */ - state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE; - state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID; - state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD; - lp.lp.repeat_factor = 0; - lp.lp.line_pattern = 0; - state->render_states[WINED3D_RS_LINEPATTERN] = lp.d; - state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE; - state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE; - state->render_states[WINED3D_RS_LASTPIXEL] = TRUE; - state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE; - state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO; - state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK; - state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL; - state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS; - state->render_states[WINED3D_RS_ALPHAREF] = 0; - state->render_states[WINED3D_RS_DITHERENABLE] = FALSE; - state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE; - state->render_states[WINED3D_RS_FOGENABLE] = FALSE; - state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE; - state->render_states[WINED3D_RS_ZVISIBLE] = 0; - state->render_states[WINED3D_RS_FOGCOLOR] = 0; - state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE; - tmpfloat.f = 0.0f; - state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d; - tmpfloat.f = 1.0f; - state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d; - tmpfloat.f = 1.0f; - state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d; - state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE; - state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE; - state->render_states[WINED3D_RS_STENCILENABLE] = FALSE; - state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; - state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; - state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; - state->render_states[WINED3D_RS_STENCILREF] = 0; - state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff; - state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS; - state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff; - state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff; - state->render_states[WINED3D_RS_WRAP0] = 0; - state->render_states[WINED3D_RS_WRAP1] = 0; - state->render_states[WINED3D_RS_WRAP2] = 0; - state->render_states[WINED3D_RS_WRAP3] = 0; - state->render_states[WINED3D_RS_WRAP4] = 0; - state->render_states[WINED3D_RS_WRAP5] = 0; - state->render_states[WINED3D_RS_WRAP6] = 0; - state->render_states[WINED3D_RS_WRAP7] = 0; - state->render_states[WINED3D_RS_CLIPPING] = TRUE; - state->render_states[WINED3D_RS_LIGHTING] = TRUE; - state->render_states[WINED3D_RS_AMBIENT] = 0; - state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE; - state->render_states[WINED3D_RS_COLORVERTEX] = TRUE; - state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE; - state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE; - state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1; - state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2; - state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL; - state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL; - state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE; - state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0; - state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE; - tmpfloat.f = 1.0f; - state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d; - tmpfloat.f = 1.0f; - state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d; - state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE; - state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE; - tmpfloat.f = 1.0f; - state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d; - tmpfloat.f = 0.0f; - state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d; - tmpfloat.f = 0.0f; - state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d; - state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE; - state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff; - state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE; - tmpfloat.f = 1.0f; - state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d; - state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe; - tmpfloat.f = d3d_info->limits.pointsize_max; - state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d; - state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE; - state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f; - tmpfloat.f = 0.0f; - state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d; - state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD; - state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC; - state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR; - /* states new in d3d9 */ - state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE; - state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0; - tmpfloat.f = 1.0f; - state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d; - state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d; - state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE; - tmpfloat.f = 0.0f; - state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d; - state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d; - tmpfloat.f = 1.0f; - state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d; - tmpfloat.f = 0.0f; - state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d; - state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE; - state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE; - state->render_states[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; - state->render_states[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; - state->render_states[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; - state->render_states[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS; - state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f; - state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f; - state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f; - state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0; - state->render_states[WINED3D_RS_DEPTHBIAS] = 0; - state->render_states[WINED3D_RS_WRAP8] = 0; - state->render_states[WINED3D_RS_WRAP9] = 0; - state->render_states[WINED3D_RS_WRAP10] = 0; - state->render_states[WINED3D_RS_WRAP11] = 0; - state->render_states[WINED3D_RS_WRAP12] = 0; - state->render_states[WINED3D_RS_WRAP13] = 0; - state->render_states[WINED3D_RS_WRAP14] = 0; - state->render_states[WINED3D_RS_WRAP15] = 0; - state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE; - state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE; - state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO; - state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD; + init_default_render_states(state->render_states, d3d_info); /* Texture Stage States - Put directly into state block, we will call function below */ for (i = 0; i < MAX_TEXTURES; ++i)