/* * 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 #include #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) { union { D3DLINEPATTERN lp; DWORD d; } lp; union { float f; DWORD d; } tmpfloat; unsigned 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.lp.wRepeatFactor = 0; lp.lp.wLinePattern = 0; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, lp.d); 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); tmpfloat.f = 0.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, tmpfloat.d); tmpfloat.f = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, tmpfloat.d); tmpfloat.f = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, tmpfloat.d); 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); tmpfloat.f = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, tmpfloat.d); tmpfloat.f = 0.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, tmpfloat.d); 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); tmpfloat.f = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, tmpfloat.d); IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE); tmpfloat.f = 64.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, tmpfloat.d); IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE); IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F); tmpfloat.f = 0.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, tmpfloat.d); IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD); IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC); IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR); /** clipping status */ This->StateBlock->clip_status.ClipUnion = 0; This->StateBlock->clip_status.ClipIntersection = 0xFFFFFFFF; /* 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 doesn't 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; iSet.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 { unsigned 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 };