wined3d: Set initial stateblock state directly on a wined3d_state structure.

This commit is contained in:
Henri Verbeet 2010-09-27 12:07:56 +02:00 committed by Alexandre Julliard
parent b9f4fdcc51
commit 39886193fd
1 changed files with 172 additions and 181 deletions

View File

@ -1078,11 +1078,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
return WINED3D_OK; return WINED3D_OK;
} }
static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) { static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock *iface)
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; {
IWineD3DDevice *device = (IWineD3DDevice *)This->device; IWineD3DStateBlockImpl *stateblock = (IWineD3DStateBlockImpl *)iface;
IWineD3DDeviceImpl *device_impl = (IWineD3DDeviceImpl *)device; IWineD3DDeviceImpl *device = stateblock->device;
const struct wined3d_gl_info *gl_info = &device_impl->adapter->gl_info; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_state *state = &stateblock->state;
union { union {
WINED3DLINEPATTERN lp; WINED3DLINEPATTERN lp;
DWORD d; DWORD d;
@ -1096,248 +1097,238 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
IWineD3DSurface *backbuffer; IWineD3DSurface *backbuffer;
HRESULT hr; HRESULT hr;
/* Note this may have a large overhead but it should only be executed TRACE("iface %p.\n", iface);
once, in order to initialize the complete state of the device and
all opengl equivalents */ stateblock->blockType = WINED3DSBT_INIT;
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 */ /* Set some of the defaults for lights, transforms etc */
memcpy(&This->state.transforms[WINED3DTS_PROJECTION], identity, sizeof(identity)); memcpy(&state->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
memcpy(&This->state.transforms[WINED3DTS_VIEW], identity, sizeof(identity)); memcpy(&state->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
for (i = 0; i < 256; ++i) 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"); TRACE("Render states\n");
/* Render states: */ /* Render states: */
if (device_impl->auto_depth_stencil) if (device->auto_depth_stencil)
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE); state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_TRUE;
else else
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE); state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID); state->render_states[WINED3DRS_FILLMODE] = WINED3DFILL_SOLID;
IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD); state->render_states[WINED3DRS_SHADEMODE] = WINED3DSHADE_GOURAUD;
lp.lp.wRepeatFactor = 0; lp.lp.wRepeatFactor = 0;
lp.lp.wLinePattern = 0; lp.lp.wLinePattern = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d); state->render_states[WINED3DRS_LINEPATTERN] = lp.d;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE); state->render_states[WINED3DRS_ZWRITEENABLE] = TRUE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE); state->render_states[WINED3DRS_ALPHATESTENABLE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE); state->render_states[WINED3DRS_LASTPIXEL] = TRUE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE); state->render_states[WINED3DRS_SRCBLEND] = WINED3DBLEND_ONE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO); state->render_states[WINED3DRS_DESTBLEND] = WINED3DBLEND_ZERO;
IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW); state->render_states[WINED3DRS_CULLMODE] = WINED3DCULL_CCW;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL); state->render_states[WINED3DRS_ZFUNC] = WINED3DCMP_LESSEQUAL;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS); state->render_states[WINED3DRS_ALPHAFUNC] = WINED3DCMP_ALWAYS;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0); state->render_states[WINED3DRS_ALPHAREF] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE); state->render_states[WINED3DRS_DITHERENABLE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE); state->render_states[WINED3DRS_ALPHABLENDENABLE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE); state->render_states[WINED3DRS_FOGENABLE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE); state->render_states[WINED3DRS_SPECULARENABLE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0); state->render_states[WINED3DRS_ZVISIBLE] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0); state->render_states[WINED3DRS_FOGCOLOR] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE); state->render_states[WINED3DRS_FOGTABLEMODE] = WINED3DFOG_NONE;
tmpfloat.f = 0.0f; tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d); state->render_states[WINED3DRS_FOGSTART] = tmpfloat.d;
tmpfloat.f = 1.0f; tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d); state->render_states[WINED3DRS_FOGEND] = tmpfloat.d;
tmpfloat.f = 1.0f; tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d); state->render_states[WINED3DRS_FOGDENSITY] = tmpfloat.d;
IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE); state->render_states[WINED3DRS_EDGEANTIALIAS] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0); state->render_states[WINED3DRS_ZBIAS] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE); state->render_states[WINED3DRS_RANGEFOGENABLE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE); state->render_states[WINED3DRS_STENCILENABLE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP); state->render_states[WINED3DRS_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP); state->render_states[WINED3DRS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP); state->render_states[WINED3DRS_STENCILPASS] = WINED3DSTENCILOP_KEEP;
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0); state->render_states[WINED3DRS_STENCILREF] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF); state->render_states[WINED3DRS_STENCILMASK] = 0xffffffff;
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS); state->render_states[WINED3DRS_STENCILFUNC] = WINED3DCMP_ALWAYS;
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF); state->render_states[WINED3DRS_STENCILWRITEMASK] = 0xffffffff;
IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF); state->render_states[WINED3DRS_TEXTUREFACTOR] = 0xffffffff;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0); state->render_states[WINED3DRS_WRAP0] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0); state->render_states[WINED3DRS_WRAP1] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0); state->render_states[WINED3DRS_WRAP2] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0); state->render_states[WINED3DRS_WRAP3] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0); state->render_states[WINED3DRS_WRAP4] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0); state->render_states[WINED3DRS_WRAP5] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0); state->render_states[WINED3DRS_WRAP6] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0); state->render_states[WINED3DRS_WRAP7] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE); state->render_states[WINED3DRS_CLIPPING] = TRUE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE); state->render_states[WINED3DRS_LIGHTING] = TRUE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0); state->render_states[WINED3DRS_AMBIENT] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE); state->render_states[WINED3DRS_FOGVERTEXMODE] = WINED3DFOG_NONE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE); state->render_states[WINED3DRS_COLORVERTEX] = TRUE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE); state->render_states[WINED3DRS_LOCALVIEWER] = TRUE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE); state->render_states[WINED3DRS_NORMALIZENORMALS] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1); state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] = WINED3DMCS_COLOR1;
IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2); state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] = WINED3DMCS_COLOR2;
IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL); state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] = WINED3DMCS_MATERIAL;
IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL); state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] = WINED3DMCS_MATERIAL;
IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE); state->render_states[WINED3DRS_VERTEXBLEND] = WINED3DVBF_DISABLE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0); state->render_states[WINED3DRS_CLIPPLANEENABLE] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE); state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING] = FALSE;
tmpfloat.f = 1.0f; tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d); state->render_states[WINED3DRS_POINTSIZE] = tmpfloat.d;
tmpfloat.f = 1.0f; tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d); state->render_states[WINED3DRS_POINTSIZE_MIN] = tmpfloat.d;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE); state->render_states[WINED3DRS_POINTSPRITEENABLE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE); state->render_states[WINED3DRS_POINTSCALEENABLE] = FALSE;
tmpfloat.f = 1.0f; tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d); state->render_states[WINED3DRS_POINTSCALE_A] = tmpfloat.d;
tmpfloat.f = 0.0f; tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d); state->render_states[WINED3DRS_POINTSCALE_B] = tmpfloat.d;
tmpfloat.f = 0.0f; tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d); state->render_states[WINED3DRS_POINTSCALE_C] = tmpfloat.d;
IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE); state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS] = TRUE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); state->render_states[WINED3DRS_MULTISAMPLEMASK] = 0xffffffff;
IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE); state->render_states[WINED3DRS_PATCHEDGESTYLE] = WINED3DPATCHEDGE_DISCRETE;
tmpfloat.f = 1.0f; tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d); state->render_states[WINED3DRS_PATCHSEGMENTS] = tmpfloat.d;
IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe); state->render_states[WINED3DRS_DEBUGMONITORTOKEN] = 0xbaadcafe;
tmpfloat.f = gl_info->limits.pointsize_max; tmpfloat.f = gl_info->limits.pointsize_max;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d); state->render_states[WINED3DRS_POINTSIZE_MAX] = tmpfloat.d;
IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE); state->render_states[WINED3DRS_INDEXEDVERTEXBLENDENABLE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F); state->render_states[WINED3DRS_COLORWRITEENABLE] = 0x0000000f;
tmpfloat.f = 0.0f; tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d); state->render_states[WINED3DRS_TWEENFACTOR] = tmpfloat.d;
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD); state->render_states[WINED3DRS_BLENDOP] = WINED3DBLENDOP_ADD;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC); state->render_states[WINED3DRS_POSITIONDEGREE] = WINED3DDEGREE_CUBIC;
IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR); state->render_states[WINED3DRS_NORMALDEGREE] = WINED3DDEGREE_LINEAR;
/* states new in d3d9 */ /* states new in d3d9 */
IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE); state->render_states[WINED3DRS_SCISSORTESTENABLE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0); state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS] = 0;
tmpfloat.f = 1.0f; tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d); state->render_states[WINED3DRS_MINTESSELLATIONLEVEL] = tmpfloat.d;
IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d); state->render_states[WINED3DRS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE); state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE] = FALSE;
tmpfloat.f = 0.0f; tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d); state->render_states[WINED3DRS_ADAPTIVETESS_X] = tmpfloat.d;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d); state->render_states[WINED3DRS_ADAPTIVETESS_Y] = tmpfloat.d;
tmpfloat.f = 1.0f; tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d); state->render_states[WINED3DRS_ADAPTIVETESS_Z] = tmpfloat.d;
tmpfloat.f = 0.0f; tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d); state->render_states[WINED3DRS_ADAPTIVETESS_W] = tmpfloat.d;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE); state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE); state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP); state->render_states[WINED3DRS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP); state->render_states[WINED3DRS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP); state->render_states[WINED3DRS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP;
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS); state->render_states[WINED3DRS_CCW_STENCILFUNC] = WINED3DCMP_ALWAYS;
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F); state->render_states[WINED3DRS_COLORWRITEENABLE1] = 0x0000000f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F); state->render_states[WINED3DRS_COLORWRITEENABLE2] = 0x0000000f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F); state->render_states[WINED3DRS_COLORWRITEENABLE3] = 0x0000000f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF); state->render_states[WINED3DRS_BLENDFACTOR] = 0xFFFFFFFF;
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0); state->render_states[WINED3DRS_SRGBWRITEENABLE] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0); state->render_states[WINED3DRS_DEPTHBIAS] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0); state->render_states[WINED3DRS_WRAP8] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0); state->render_states[WINED3DRS_WRAP9] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0); state->render_states[WINED3DRS_WRAP10] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0); state->render_states[WINED3DRS_WRAP11] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0); state->render_states[WINED3DRS_WRAP12] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0); state->render_states[WINED3DRS_WRAP13] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0); state->render_states[WINED3DRS_WRAP14] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0); state->render_states[WINED3DRS_WRAP15] = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE); state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE] = FALSE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE); state->render_states[WINED3DRS_SRCBLENDALPHA] = WINED3DBLEND_ONE;
IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO); state->render_states[WINED3DRS_DESTBLENDALPHA] = WINED3DBLEND_ZERO;
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD); state->render_states[WINED3DRS_BLENDOPALPHA] = WINED3DBLENDOP_ADD;
/* clipping status */ /* clipping status */
This->state.clip_status.ClipUnion = 0; state->clip_status.ClipUnion = 0;
This->state.clip_status.ClipIntersection = 0xFFFFFFFF; state->clip_status.ClipIntersection = 0xFFFFFFFF;
/* Texture Stage States - Put directly into state block, we will call function below */ /* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < MAX_TEXTURES; ++i) for (i = 0; i < MAX_TEXTURES; ++i)
{ {
TRACE("Setting up default texture states for texture Stage %u.\n", i); TRACE("Setting up default texture states for texture Stage %u.\n", i);
memcpy(&This->state.transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity)); memcpy(&state->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
This->state.texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE; state->texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
This->state.texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE; state->texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE;
This->state.texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT; state->texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT;
This->state.texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1; state->texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
This->state.texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE; state->texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE;
This->state.texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT; state->texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT;
This->state.texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0; state->texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0;
This->state.texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0; state->texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0;
This->state.texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0; state->texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0;
This->state.texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0; state->texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0;
This->state.texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i; state->texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i;
This->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0; state->texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0;
This->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0; state->texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0;
This->state.texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE; state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE;
This->state.texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT; state->texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT;
This->state.texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT; state->texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT;
This->state.texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT; state->texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT;
} }
This->state.lowest_disabled_stage = 1; state->lowest_disabled_stage = 1;
/* Sampler states*/ /* Sampler states*/
for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i) for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
{ {
TRACE("Setting up default samplers states for sampler %u.\n", i); TRACE("Setting up default samplers states for sampler %u.\n", i);
This->state.sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP; state->sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP;
This->state.sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP; state->sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP;
This->state.sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP; state->sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP;
This->state.sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0; state->sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0;
This->state.sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT; state->sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT;
This->state.sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT; state->sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT;
This->state.sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE; state->sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE;
This->state.sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0; state->sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0;
This->state.sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0; state->sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0;
This->state.sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1; state->sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1;
This->state.sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0; state->sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0;
/* TODO: Indicates which element of a multielement texture to use. */ /* 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. */ /* 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) for (i = 0; i < gl_info->limits.textures; ++i)
{ {
/* Note: This avoids calling SetTexture, so pretend it has been called */ state->textures[i] = NULL;
This->changed.textures |= 1 << i;
This->state.textures[i] = NULL;
} }
/* check the return values, because the GetBackBuffer call isn't valid for ddraw */ /* 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) if (SUCCEEDED(hr) && swapchain)
{ {
WINED3DVIEWPORT vp;
hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer); hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
if (SUCCEEDED(hr) && backbuffer) if (SUCCEEDED(hr) && backbuffer)
{ {
WINED3DSURFACE_DESC desc; WINED3DSURFACE_DESC desc;
RECT scissorrect;
IWineD3DSurface_GetDesc(backbuffer, &desc); IWineD3DSurface_GetDesc(backbuffer, &desc);
IWineD3DSurface_Release(backbuffer); IWineD3DSurface_Release(backbuffer);
/* Set the default scissor rect values */ /* Set the default scissor rect values */
scissorrect.left = 0; state->scissor_rect.left = 0;
scissorrect.right = desc.width; state->scissor_rect.right = desc.width;
scissorrect.top = 0; state->scissor_rect.top = 0;
scissorrect.bottom = desc.height; state->scissor_rect.bottom = desc.height;
hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
} }
/* Set the default viewport */ /* Set the default viewport */
vp.X = 0; state->viewport.X = 0;
vp.Y = 0; state->viewport.Y = 0;
vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth; state->viewport.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight; state->viewport.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
vp.MinZ = 0.0f; state->viewport.MinZ = 0.0f;
vp.MaxZ = 1.0f; state->viewport.MaxZ = 1.0f;
IWineD3DDevice_SetViewport(device, &vp);
IWineD3DSwapChain_Release(swapchain); IWineD3DSwapChain_Release(swapchain);
} }
TRACE("-----------------------> Device defaults now set up...\n"); TRACE("Done.\n");
return WINED3D_OK; return WINED3D_OK;
} }