diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index 4f4a9231a38..f8eb9313798 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -1078,11 +1078,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface) return WINED3D_OK; } -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; +static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock *iface) +{ + IWineD3DStateBlockImpl *stateblock = (IWineD3DStateBlockImpl *)iface; + IWineD3DDeviceImpl *device = stateblock->device; + const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; + struct wined3d_state *state = &stateblock->state; union { WINED3DLINEPATTERN lp; DWORD d; @@ -1096,248 +1097,238 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat IWineD3DSurface *backbuffer; HRESULT hr; - /* Note this may have a large overhead but it should only be executed - once, in order to initialize the complete state of the device and - all opengl equivalents */ - TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, 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; + TRACE("iface %p.\n", iface); + + stateblock->blockType = WINED3DSBT_INIT; /* Set some of the defaults for lights, transforms etc */ - memcpy(&This->state.transforms[WINED3DTS_PROJECTION], identity, sizeof(identity)); - memcpy(&This->state.transforms[WINED3DTS_VIEW], identity, sizeof(identity)); + memcpy(&state->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity)); + memcpy(&state->transforms[WINED3DTS_VIEW], identity, sizeof(identity)); for (i = 0; i < 256; ++i) { - memcpy(&This->state.transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity)); + memcpy(&state->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity)); } TRACE("Render states\n"); /* Render states: */ - if (device_impl->auto_depth_stencil) - IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE); + if (device->auto_depth_stencil) + state->render_states[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); + state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_FALSE; + state->render_states[WINED3DRS_FILLMODE] = WINED3DFILL_SOLID; + state->render_states[WINED3DRS_SHADEMODE] = WINED3DSHADE_GOURAUD; lp.lp.wRepeatFactor = 0; - lp.lp.wLinePattern = 0; - IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d); - IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO); - IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW); - IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL); - IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS); - IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE); + lp.lp.wLinePattern = 0; + state->render_states[WINED3DRS_LINEPATTERN] = lp.d; + state->render_states[WINED3DRS_ZWRITEENABLE] = TRUE; + state->render_states[WINED3DRS_ALPHATESTENABLE] = FALSE; + state->render_states[WINED3DRS_LASTPIXEL] = TRUE; + state->render_states[WINED3DRS_SRCBLEND] = WINED3DBLEND_ONE; + state->render_states[WINED3DRS_DESTBLEND] = WINED3DBLEND_ZERO; + state->render_states[WINED3DRS_CULLMODE] = WINED3DCULL_CCW; + state->render_states[WINED3DRS_ZFUNC] = WINED3DCMP_LESSEQUAL; + state->render_states[WINED3DRS_ALPHAFUNC] = WINED3DCMP_ALWAYS; + state->render_states[WINED3DRS_ALPHAREF] = 0; + state->render_states[WINED3DRS_DITHERENABLE] = FALSE; + state->render_states[WINED3DRS_ALPHABLENDENABLE] = FALSE; + state->render_states[WINED3DRS_FOGENABLE] = FALSE; + state->render_states[WINED3DRS_SPECULARENABLE] = FALSE; + state->render_states[WINED3DRS_ZVISIBLE] = 0; + state->render_states[WINED3DRS_FOGCOLOR] = 0; + state->render_states[WINED3DRS_FOGTABLEMODE] = WINED3DFOG_NONE; tmpfloat.f = 0.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d); + state->render_states[WINED3DRS_FOGSTART] = tmpfloat.d; tmpfloat.f = 1.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d); + state->render_states[WINED3DRS_FOGEND] = tmpfloat.d; tmpfloat.f = 1.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d); - IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP); - IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP); - IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP); - IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF); - IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS); - IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF); - IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1); - IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2); - IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL); - IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL); - IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE); + state->render_states[WINED3DRS_FOGDENSITY] = tmpfloat.d; + state->render_states[WINED3DRS_EDGEANTIALIAS] = FALSE; + state->render_states[WINED3DRS_ZBIAS] = 0; + state->render_states[WINED3DRS_RANGEFOGENABLE] = FALSE; + state->render_states[WINED3DRS_STENCILENABLE] = FALSE; + state->render_states[WINED3DRS_STENCILFAIL] = WINED3DSTENCILOP_KEEP; + state->render_states[WINED3DRS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP; + state->render_states[WINED3DRS_STENCILPASS] = WINED3DSTENCILOP_KEEP; + state->render_states[WINED3DRS_STENCILREF] = 0; + state->render_states[WINED3DRS_STENCILMASK] = 0xffffffff; + state->render_states[WINED3DRS_STENCILFUNC] = WINED3DCMP_ALWAYS; + state->render_states[WINED3DRS_STENCILWRITEMASK] = 0xffffffff; + state->render_states[WINED3DRS_TEXTUREFACTOR] = 0xffffffff; + state->render_states[WINED3DRS_WRAP0] = 0; + state->render_states[WINED3DRS_WRAP1] = 0; + state->render_states[WINED3DRS_WRAP2] = 0; + state->render_states[WINED3DRS_WRAP3] = 0; + state->render_states[WINED3DRS_WRAP4] = 0; + state->render_states[WINED3DRS_WRAP5] = 0; + state->render_states[WINED3DRS_WRAP6] = 0; + state->render_states[WINED3DRS_WRAP7] = 0; + state->render_states[WINED3DRS_CLIPPING] = TRUE; + state->render_states[WINED3DRS_LIGHTING] = TRUE; + state->render_states[WINED3DRS_AMBIENT] = 0; + state->render_states[WINED3DRS_FOGVERTEXMODE] = WINED3DFOG_NONE; + state->render_states[WINED3DRS_COLORVERTEX] = TRUE; + state->render_states[WINED3DRS_LOCALVIEWER] = TRUE; + state->render_states[WINED3DRS_NORMALIZENORMALS] = FALSE; + state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] = WINED3DMCS_COLOR1; + state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] = WINED3DMCS_COLOR2; + state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] = WINED3DMCS_MATERIAL; + state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] = WINED3DMCS_MATERIAL; + state->render_states[WINED3DRS_VERTEXBLEND] = WINED3DVBF_DISABLE; + state->render_states[WINED3DRS_CLIPPLANEENABLE] = 0; + state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING] = FALSE; tmpfloat.f = 1.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d); + state->render_states[WINED3DRS_POINTSIZE] = tmpfloat.d; tmpfloat.f = 1.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d); - IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE); + state->render_states[WINED3DRS_POINTSIZE_MIN] = tmpfloat.d; + state->render_states[WINED3DRS_POINTSPRITEENABLE] = FALSE; + state->render_states[WINED3DRS_POINTSCALEENABLE] = FALSE; tmpfloat.f = 1.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d); + state->render_states[WINED3DRS_POINTSCALE_A] = tmpfloat.d; tmpfloat.f = 0.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d); + state->render_states[WINED3DRS_POINTSCALE_B] = tmpfloat.d; tmpfloat.f = 0.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d); - IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); - IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE); + state->render_states[WINED3DRS_POINTSCALE_C] = tmpfloat.d; + state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS] = TRUE; + state->render_states[WINED3DRS_MULTISAMPLEMASK] = 0xffffffff; + state->render_states[WINED3DRS_PATCHEDGESTYLE] = WINED3DPATCHEDGE_DISCRETE; tmpfloat.f = 1.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d); - IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe); + state->render_states[WINED3DRS_PATCHSEGMENTS] = tmpfloat.d; + state->render_states[WINED3DRS_DEBUGMONITORTOKEN] = 0xbaadcafe; tmpfloat.f = gl_info->limits.pointsize_max; - IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d); - IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F); + state->render_states[WINED3DRS_POINTSIZE_MAX] = tmpfloat.d; + state->render_states[WINED3DRS_INDEXEDVERTEXBLENDENABLE] = FALSE; + state->render_states[WINED3DRS_COLORWRITEENABLE] = 0x0000000f; tmpfloat.f = 0.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d); - IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD); - IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC); - IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR); + state->render_states[WINED3DRS_TWEENFACTOR] = tmpfloat.d; + state->render_states[WINED3DRS_BLENDOP] = WINED3DBLENDOP_ADD; + state->render_states[WINED3DRS_POSITIONDEGREE] = WINED3DDEGREE_CUBIC; + state->render_states[WINED3DRS_NORMALDEGREE] = WINED3DDEGREE_LINEAR; /* states new in d3d9 */ - IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0); + state->render_states[WINED3DRS_SCISSORTESTENABLE] = FALSE; + state->render_states[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); + state->render_states[WINED3DRS_MINTESSELLATIONLEVEL] = tmpfloat.d; + state->render_states[WINED3DRS_MAXTESSELLATIONLEVEL] = tmpfloat.d; + state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE] = FALSE; tmpfloat.f = 0.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d); - IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d); + state->render_states[WINED3DRS_ADAPTIVETESS_X] = tmpfloat.d; + state->render_states[WINED3DRS_ADAPTIVETESS_Y] = tmpfloat.d; tmpfloat.f = 1.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d); + state->render_states[WINED3DRS_ADAPTIVETESS_Z] = tmpfloat.d; tmpfloat.f = 0.0f; - IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d); - IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP); - IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP); - IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP); - IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS); - IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F); - IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F); - IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F); - IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF); - IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0); - IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE); - IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO); - IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD); + state->render_states[WINED3DRS_ADAPTIVETESS_W] = tmpfloat.d; + state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION] = FALSE; + state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE] = FALSE; + state->render_states[WINED3DRS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP; + state->render_states[WINED3DRS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP; + state->render_states[WINED3DRS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP; + state->render_states[WINED3DRS_CCW_STENCILFUNC] = WINED3DCMP_ALWAYS; + state->render_states[WINED3DRS_COLORWRITEENABLE1] = 0x0000000f; + state->render_states[WINED3DRS_COLORWRITEENABLE2] = 0x0000000f; + state->render_states[WINED3DRS_COLORWRITEENABLE3] = 0x0000000f; + state->render_states[WINED3DRS_BLENDFACTOR] = 0xFFFFFFFF; + state->render_states[WINED3DRS_SRGBWRITEENABLE] = 0; + state->render_states[WINED3DRS_DEPTHBIAS] = 0; + state->render_states[WINED3DRS_WRAP8] = 0; + state->render_states[WINED3DRS_WRAP9] = 0; + state->render_states[WINED3DRS_WRAP10] = 0; + state->render_states[WINED3DRS_WRAP11] = 0; + state->render_states[WINED3DRS_WRAP12] = 0; + state->render_states[WINED3DRS_WRAP13] = 0; + state->render_states[WINED3DRS_WRAP14] = 0; + state->render_states[WINED3DRS_WRAP15] = 0; + state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE] = FALSE; + state->render_states[WINED3DRS_SRCBLENDALPHA] = WINED3DBLEND_ONE; + state->render_states[WINED3DRS_DESTBLENDALPHA] = WINED3DBLEND_ZERO; + state->render_states[WINED3DRS_BLENDOPALPHA] = WINED3DBLENDOP_ADD; /* clipping status */ - This->state.clip_status.ClipUnion = 0; - This->state.clip_status.ClipIntersection = 0xFFFFFFFF; + state->clip_status.ClipUnion = 0; + state->clip_status.ClipIntersection = 0xFFFFFFFF; /* Texture Stage States - Put directly into state block, we will call function below */ for (i = 0; i < MAX_TEXTURES; ++i) { TRACE("Setting up default texture states for texture Stage %u.\n", i); - memcpy(&This->state.transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity)); - This->state.texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE; - This->state.texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE; - This->state.texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT; - This->state.texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1; - This->state.texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE; - This->state.texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT; - This->state.texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0; - This->state.texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0; - This->state.texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0; - This->state.texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0; - This->state.texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i; - This->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0; - This->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0; - This->state.texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE; - This->state.texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT; - This->state.texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT; - This->state.texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT; + memcpy(&state->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity)); + state->texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE; + state->texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE; + state->texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT; + state->texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1; + state->texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE; + state->texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT; + state->texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0; + state->texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0; + state->texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0; + state->texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0; + state->texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i; + state->texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0; + state->texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0; + state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE; + state->texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT; + state->texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT; + state->texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT; } - This->state.lowest_disabled_stage = 1; + state->lowest_disabled_stage = 1; /* Sampler states*/ for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i) { TRACE("Setting up default samplers states for sampler %u.\n", i); - This->state.sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP; - This->state.sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP; - This->state.sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP; - This->state.sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0; - This->state.sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT; - This->state.sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT; - This->state.sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE; - This->state.sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0; - This->state.sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0; - This->state.sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1; - This->state.sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0; + state->sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP; + state->sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP; + state->sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP; + state->sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0; + state->sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT; + state->sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT; + state->sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE; + state->sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0; + state->sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0; + state->sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1; + state->sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0; /* TODO: Indicates which element of a multielement texture to use. */ - This->state.sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0; + state->sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0; /* TODO: Vertex offset in the presampled displacement map. */ - This->state.sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0; + state->sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0; } for (i = 0; i < gl_info->limits.textures; ++i) { - /* Note: This avoids calling SetTexture, so pretend it has been called */ - This->changed.textures |= 1 << i; - This->state.textures[i] = NULL; + state->textures[i] = NULL; } /* check the return values, because the GetBackBuffer call isn't valid for ddraw */ - hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain); + hr = IWineD3DDevice_GetSwapChain((IWineD3DDevice *)device, 0, &swapchain); if (SUCCEEDED(hr) && swapchain) { - 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"); + state->scissor_rect.left = 0; + state->scissor_rect.right = desc.width; + state->scissor_rect.top = 0; + state->scissor_rect.bottom = desc.height; } /* Set the default viewport */ - 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); + state->viewport.X = 0; + state->viewport.Y = 0; + state->viewport.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth; + state->viewport.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight; + state->viewport.MinZ = 0.0f; + state->viewport.MaxZ = 1.0f; IWineD3DSwapChain_Release(swapchain); } - TRACE("-----------------------> Device defaults now set up...\n"); + TRACE("Done.\n"); + return WINED3D_OK; }