/* * state block implementation * * Copyright 2002 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2005 Oliver Stieber * Copyright 2007 Stefan Dösinger for CodeWeavers * Copyright 2009 Henri Verbeet for CodeWeavers * * 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); static const DWORD pixel_states_render[] = { WINED3DRS_ALPHABLENDENABLE, WINED3DRS_ALPHAFUNC, WINED3DRS_ALPHAREF, WINED3DRS_ALPHATESTENABLE, WINED3DRS_ANTIALIASEDLINEENABLE, WINED3DRS_BLENDFACTOR, WINED3DRS_BLENDOP, WINED3DRS_BLENDOPALPHA, WINED3DRS_CCW_STENCILFAIL, WINED3DRS_CCW_STENCILPASS, WINED3DRS_CCW_STENCILZFAIL, WINED3DRS_COLORWRITEENABLE, WINED3DRS_COLORWRITEENABLE1, WINED3DRS_COLORWRITEENABLE2, WINED3DRS_COLORWRITEENABLE3, WINED3DRS_DEPTHBIAS, WINED3DRS_DESTBLEND, WINED3DRS_DESTBLENDALPHA, WINED3DRS_DITHERENABLE, WINED3DRS_FILLMODE, WINED3DRS_FOGDENSITY, WINED3DRS_FOGEND, WINED3DRS_FOGSTART, WINED3DRS_LASTPIXEL, WINED3DRS_SCISSORTESTENABLE, WINED3DRS_SEPARATEALPHABLENDENABLE, WINED3DRS_SHADEMODE, WINED3DRS_SLOPESCALEDEPTHBIAS, WINED3DRS_SRCBLEND, WINED3DRS_SRCBLENDALPHA, WINED3DRS_SRGBWRITEENABLE, WINED3DRS_STENCILENABLE, WINED3DRS_STENCILFAIL, WINED3DRS_STENCILFUNC, WINED3DRS_STENCILMASK, WINED3DRS_STENCILPASS, WINED3DRS_STENCILREF, WINED3DRS_STENCILWRITEMASK, WINED3DRS_STENCILZFAIL, WINED3DRS_TEXTUREFACTOR, WINED3DRS_TWOSIDEDSTENCILMODE, WINED3DRS_WRAP0, WINED3DRS_WRAP1, WINED3DRS_WRAP10, WINED3DRS_WRAP11, WINED3DRS_WRAP12, WINED3DRS_WRAP13, WINED3DRS_WRAP14, WINED3DRS_WRAP15, WINED3DRS_WRAP2, WINED3DRS_WRAP3, WINED3DRS_WRAP4, WINED3DRS_WRAP5, WINED3DRS_WRAP6, WINED3DRS_WRAP7, WINED3DRS_WRAP8, WINED3DRS_WRAP9, WINED3DRS_ZENABLE, WINED3DRS_ZFUNC, WINED3DRS_ZWRITEENABLE, }; static const DWORD pixel_states_texture[] = { WINED3DTSS_ALPHAARG0, WINED3DTSS_ALPHAARG1, WINED3DTSS_ALPHAARG2, WINED3DTSS_ALPHAOP, WINED3DTSS_BUMPENVLOFFSET, WINED3DTSS_BUMPENVLSCALE, WINED3DTSS_BUMPENVMAT00, WINED3DTSS_BUMPENVMAT01, WINED3DTSS_BUMPENVMAT10, WINED3DTSS_BUMPENVMAT11, WINED3DTSS_COLORARG0, WINED3DTSS_COLORARG1, WINED3DTSS_COLORARG2, WINED3DTSS_COLOROP, WINED3DTSS_RESULTARG, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TEXTURETRANSFORMFLAGS, }; static const DWORD pixel_states_sampler[] = { WINED3DSAMP_ADDRESSU, WINED3DSAMP_ADDRESSV, WINED3DSAMP_ADDRESSW, WINED3DSAMP_BORDERCOLOR, WINED3DSAMP_MAGFILTER, WINED3DSAMP_MINFILTER, WINED3DSAMP_MIPFILTER, WINED3DSAMP_MIPMAPLODBIAS, WINED3DSAMP_MAXMIPLEVEL, WINED3DSAMP_MAXANISOTROPY, WINED3DSAMP_SRGBTEXTURE, WINED3DSAMP_ELEMENTINDEX, }; static const DWORD vertex_states_render[] = { WINED3DRS_ADAPTIVETESS_W, WINED3DRS_ADAPTIVETESS_X, WINED3DRS_ADAPTIVETESS_Y, WINED3DRS_ADAPTIVETESS_Z, WINED3DRS_AMBIENT, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DRS_CLIPPING, WINED3DRS_CLIPPLANEENABLE, WINED3DRS_COLORVERTEX, WINED3DRS_CULLMODE, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DRS_ENABLEADAPTIVETESSELLATION, WINED3DRS_FOGCOLOR, WINED3DRS_FOGDENSITY, WINED3DRS_FOGENABLE, WINED3DRS_FOGEND, WINED3DRS_FOGSTART, WINED3DRS_FOGTABLEMODE, WINED3DRS_FOGVERTEXMODE, WINED3DRS_INDEXEDVERTEXBLENDENABLE, WINED3DRS_LIGHTING, WINED3DRS_LOCALVIEWER, WINED3DRS_MAXTESSELLATIONLEVEL, WINED3DRS_MINTESSELLATIONLEVEL, WINED3DRS_MULTISAMPLEANTIALIAS, WINED3DRS_MULTISAMPLEMASK, WINED3DRS_NORMALDEGREE, WINED3DRS_NORMALIZENORMALS, WINED3DRS_PATCHEDGESTYLE, WINED3DRS_POINTSCALE_A, WINED3DRS_POINTSCALE_B, WINED3DRS_POINTSCALE_C, WINED3DRS_POINTSCALEENABLE, WINED3DRS_POINTSIZE, WINED3DRS_POINTSIZE_MAX, WINED3DRS_POINTSIZE_MIN, WINED3DRS_POINTSPRITEENABLE, WINED3DRS_POSITIONDEGREE, WINED3DRS_RANGEFOGENABLE, WINED3DRS_SHADEMODE, WINED3DRS_SPECULARENABLE, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DRS_TWEENFACTOR, WINED3DRS_VERTEXBLEND, }; static const DWORD vertex_states_texture[] = { WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TEXTURETRANSFORMFLAGS, }; static const DWORD vertex_states_sampler[] = { WINED3DSAMP_DMAPOFFSET, }; /* Allocates the correct amount of space for pixel and vertex shader constants, * along with their set/changed flags on the given stateblock object */ static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object) { IWineD3DDeviceImpl *device = object->device; /* Allocate space for floating point constants */ object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * device->d3d_pshader_constantF * 4); if (!object->pixelShaderConstantF) goto fail; object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * device->d3d_pshader_constantF); if (!object->changed.pixelShaderConstantsF) goto fail; object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * device->d3d_vshader_constantF * 4); if (!object->vertexShaderConstantF) goto fail; object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * device->d3d_vshader_constantF); if (!object->changed.vertexShaderConstantsF) goto fail; object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * device->d3d_vshader_constantF); if (!object->contained_vs_consts_f) goto fail; object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * device->d3d_pshader_constantF); if (!object->contained_ps_consts_f) goto fail; return WINED3D_OK; fail: ERR("Failed to allocate memory\n"); HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF); HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF); HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF); HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF); HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f); HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f); return E_OUTOFMEMORY; } static inline void stateblock_set_bits(DWORD *map, UINT map_size) { DWORD mask = (1 << (map_size & 0x1f)) - 1; memset(map, 0xff, (map_size >> 5) * sizeof(*map)); if (mask) map[map_size >> 5] = mask; } /* Set all members of a stateblock savedstate to the given value */ static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts) { unsigned int i; /* Single values */ states->primitive_type = 1; states->indices = 1; states->material = 1; states->viewport = 1; states->vertexDecl = 1; states->pixelShader = 1; states->vertexShader = 1; states->scissorRect = 1; /* Fixed size arrays */ states->streamSource = 0xffff; states->streamFreq = 0xffff; states->textures = 0xfffff; stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1); stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1); for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff; for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff; states->clipplane = 0xffffffff; states->pixelShaderConstantsB = 0xffff; states->pixelShaderConstantsI = 0xffff; states->vertexShaderConstantsB = 0xffff; states->vertexShaderConstantsI = 0xffff; /* Dynamically sized arrays */ memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts); memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts); } static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants) { DWORD texture_mask = 0; WORD sampler_mask = 0; unsigned int i; states->pixelShader = 1; for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i) { DWORD rs = pixel_states_render[i]; states->renderState[rs >> 5] |= 1 << (rs & 0x1f); } for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i) texture_mask |= 1 << pixel_states_texture[i]; for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i) sampler_mask |= 1 << pixel_states_sampler[i]; for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; states->pixelShaderConstantsB = 0xffff; states->pixelShaderConstantsI = 0xffff; memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants); } static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants) { DWORD texture_mask = 0; WORD sampler_mask = 0; unsigned int i; states->vertexDecl = 1; states->vertexShader = 1; for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i) { DWORD rs = vertex_states_render[i]; states->renderState[rs >> 5] |= 1 << (rs & 0x1f); } for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i) texture_mask |= 1 << vertex_states_texture[i]; for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i) sampler_mask |= 1 << vertex_states_sampler[i]; for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; states->vertexShaderConstantsB = 0xffff; states->vertexShaderConstantsI = 0xffff; memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants); } void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock) { IWineD3DDeviceImpl *device = stateblock->device; unsigned int i, j; for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i) { DWORD map = stateblock->changed.renderState[i]; for (j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j; ++stateblock->num_contained_render_states; } } for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i) { DWORD map = stateblock->changed.transform[i]; for (j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j; ++stateblock->num_contained_transform_states; } } for (i = 0; i < device->d3d_vshader_constantF; ++i) { if (stateblock->changed.vertexShaderConstantsF[i]) { stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i; ++stateblock->num_contained_vs_consts_f; } } for (i = 0; i < MAX_CONST_I; ++i) { if (stateblock->changed.vertexShaderConstantsI & (1 << i)) { stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i; ++stateblock->num_contained_vs_consts_i; } } for (i = 0; i < MAX_CONST_B; ++i) { if (stateblock->changed.vertexShaderConstantsB & (1 << i)) { stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i; ++stateblock->num_contained_vs_consts_b; } } for (i = 0; i < device->d3d_pshader_constantF; ++i) { if (stateblock->changed.pixelShaderConstantsF[i]) { stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i; ++stateblock->num_contained_ps_consts_f; } } for (i = 0; i < MAX_CONST_I; ++i) { if (stateblock->changed.pixelShaderConstantsI & (1 << i)) { stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i; ++stateblock->num_contained_ps_consts_i; } } for (i = 0; i < MAX_CONST_B; ++i) { if (stateblock->changed.pixelShaderConstantsB & (1 << i)) { stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i; ++stateblock->num_contained_ps_consts_b; } } for (i = 0; i < MAX_TEXTURES; ++i) { DWORD map = stateblock->changed.textureState[i]; for(j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i; stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j; ++stateblock->num_contained_tss_states; } } for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { DWORD map = stateblock->changed.samplerState[i]; for (j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i; stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j; ++stateblock->num_contained_sampler_states; } } } static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map) { unsigned int i; for (i = 0; i < LIGHTMAP_SIZE; ++i) { const struct wined3d_light_info *src_light; LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry) { struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light)); *dst_light = *src_light; list_add_tail(&stateblock->lightMap[i], &dst_light->entry); } } } /********************************************************** * IWineD3DStateBlockImpl IUnknown parts follows **********************************************************/ static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DStateBlock)) { IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; ULONG refCount = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1); return refCount; } static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; ULONG refCount = InterlockedDecrement(&This->ref); TRACE("(%p) : Releasing from %d\n", This, refCount + 1); if (!refCount) { int counter; if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl); for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) { if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]); } for (counter = 0; counter < MAX_STREAMS; counter++) { if(This->streamSource[counter]) { if (IWineD3DBuffer_Release(This->streamSource[counter])) { TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]); } } } if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData); if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader); if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader); for(counter = 0; counter < LIGHTMAP_SIZE; counter++) { struct list *e1, *e2; LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) { struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry); list_remove(&light->entry); HeapFree(GetProcessHeap(), 0, light); } } HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF); HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF); HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF); HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF); HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f); HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f); HeapFree(GetProcessHeap(), 0, This); } return refCount; } /********************************************************** * IWineD3DStateBlockImpl parts follows **********************************************************/ static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock) { UINT i; /* 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 */ for(i = 0; i < LIGHTMAP_SIZE; i++) { struct list *e, *f; LIST_FOR_EACH(e, &This->lightMap[i]) { BOOL updated = FALSE; struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight; /* Look up the light in the destination */ LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) { realLight = LIST_ENTRY(f, struct wined3d_light_info, entry); if (realLight->OriginalIndex == src->OriginalIndex) { src->OriginalParms = realLight->OriginalParms; if (realLight->glIndex == -1 && src->glIndex != -1) { /* Light disabled */ This->activeLights[src->glIndex] = NULL; } else if (realLight->glIndex != -1 && src->glIndex == -1) { /* Light enabled */ This->activeLights[realLight->glIndex] = src; } src->glIndex = realLight->glIndex; updated = TRUE; break; } } if (!updated) { /* This can happen if the light was originally created as a * default light for SetLightEnable() while recording. */ WARN("Light %u in stateblock %p does not exist in device stateblock %p.\n", src->OriginalIndex, This, targetStateBlock); src->OriginalParms = WINED3D_default_light; if (src->glIndex != -1) { This->activeLights[src->glIndex] = NULL; src->glIndex = -1; } } } } } static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; IWineD3DStateBlockImpl *targetStateBlock = This->device->stateBlock; unsigned int i; DWORD map; TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This); if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) { TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader); if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader); if (This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader); This->vertexShader = targetStateBlock->vertexShader; } /* Vertex Shader Float Constants */ for (i = 0; i < This->num_contained_vs_consts_f; ++i) { unsigned int idx = This->contained_vs_consts_f[i]; TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n", This, targetStateBlock, idx, targetStateBlock->vertexShaderConstantF[idx * 4 + 0], targetStateBlock->vertexShaderConstantF[idx * 4 + 1], targetStateBlock->vertexShaderConstantF[idx * 4 + 2], targetStateBlock->vertexShaderConstantF[idx * 4 + 3]); This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0]; This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1]; This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2]; This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3]; } /* Vertex Shader Integer Constants */ for (i = 0; i < This->num_contained_vs_consts_i; ++i) { unsigned int idx = This->contained_vs_consts_i[i]; TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n", This, targetStateBlock, idx, targetStateBlock->vertexShaderConstantI[idx * 4 + 0], targetStateBlock->vertexShaderConstantI[idx * 4 + 1], targetStateBlock->vertexShaderConstantI[idx * 4 + 2], targetStateBlock->vertexShaderConstantI[idx * 4 + 3]); This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0]; This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1]; This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2]; This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3]; } /* Vertex Shader Boolean Constants */ for (i = 0; i < This->num_contained_vs_consts_b; ++i) { unsigned int idx = This->contained_vs_consts_b[i]; TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx, targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE"); This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[idx]; } /* Pixel Shader Float Constants */ for (i = 0; i < This->num_contained_ps_consts_f; ++i) { unsigned int idx = This->contained_ps_consts_f[i]; TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n", This, targetStateBlock, idx, targetStateBlock->pixelShaderConstantF[idx * 4 + 0], targetStateBlock->pixelShaderConstantF[idx * 4 + 1], targetStateBlock->pixelShaderConstantF[idx * 4 + 2], targetStateBlock->pixelShaderConstantF[idx * 4 + 3]); This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0]; This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1]; This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2]; This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3]; } /* Pixel Shader Integer Constants */ for (i = 0; i < This->num_contained_ps_consts_i; ++i) { unsigned int idx = This->contained_ps_consts_i[i]; TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n", This, targetStateBlock, idx, targetStateBlock->pixelShaderConstantI[idx * 4 + 0], targetStateBlock->pixelShaderConstantI[idx * 4 + 1], targetStateBlock->pixelShaderConstantI[idx * 4 + 2], targetStateBlock->pixelShaderConstantI[idx * 4 + 3]); This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0]; This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1]; This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2]; This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3]; } /* Pixel Shader Boolean Constants */ for (i = 0; i < This->num_contained_ps_consts_b; ++i) { unsigned int idx = This->contained_ps_consts_b[i]; TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx, targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE"); This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx]; } /* Others + Render & Texture */ for (i = 0; i < This->num_contained_transform_states; ++i) { WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i]; TRACE("Updating transform %#x.\n", transform); This->transforms[transform] = targetStateBlock->transforms[transform]; } if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type; if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData) || (This->baseVertexIndex != targetStateBlock->baseVertexIndex) || (This->IndexFmt != targetStateBlock->IndexFmt))) { TRACE("Updating pIndexData to %p, baseVertexIndex to %d.\n", targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex); if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData); if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData); This->pIndexData = targetStateBlock->pIndexData; This->baseVertexIndex = targetStateBlock->baseVertexIndex; This->IndexFmt = targetStateBlock->IndexFmt; } if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl) { TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl); if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl); if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl); This->vertexDecl = targetStateBlock->vertexDecl; } if (This->changed.material && memcmp(&targetStateBlock->material, &This->material, sizeof(This->material))) { TRACE("Updating material.\n"); This->material = targetStateBlock->material; } if (This->changed.viewport && memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(This->viewport))) { TRACE("Updating viewport.\n"); This->viewport = targetStateBlock->viewport; } if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(This->scissorRect))) { TRACE("Updating scissor rect.\n"); targetStateBlock->scissorRect = This->scissorRect; } map = This->changed.streamSource; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (This->streamStride[i] != targetStateBlock->streamStride[i] || This->streamSource[i] != targetStateBlock->streamSource[i]) { TRACE("Updating stream source %u to %p, stride to %u.\n", i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]); This->streamStride[i] = targetStateBlock->streamStride[i]; if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]); if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]); This->streamSource[i] = targetStateBlock->streamSource[i]; } } map = This->changed.streamFreq; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (This->streamFreq[i] != targetStateBlock->streamFreq[i] || This->streamFlags[i] != targetStateBlock->streamFlags[i]) { TRACE("Updating stream frequency %u to %u flags to %#x.\n", i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]); This->streamFreq[i] = targetStateBlock->streamFreq[i]; This->streamFlags[i] = targetStateBlock->streamFlags[i]; } } map = This->changed.clipplane; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane))) { TRACE("Updating clipplane %u.\n", i); memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane)); } } /* Render */ for (i = 0; i < This->num_contained_render_states; ++i) { WINED3DRENDERSTATETYPE rs = This->contained_render_states[i]; TRACE("Updating renderState %#x to %u.\n", rs, targetStateBlock->renderState[rs]); This->renderState[rs] = targetStateBlock->renderState[rs]; } /* Texture states */ for (i = 0; i < This->num_contained_tss_states; ++i) { DWORD stage = This->contained_tss_states[i].stage; DWORD state = This->contained_tss_states[i].state; TRACE("Updating texturestage state %u, %u to %u (was %u).\n", stage, state, targetStateBlock->textureState[stage][state], This->textureState[stage][state]); This->textureState[stage][state] = targetStateBlock->textureState[stage][state]; } /* Samplers */ map = This->changed.textures; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; TRACE("Updating texture %u to %p (was %p).\n", i, targetStateBlock->textures[i], This->textures[i]); if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]); if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]); This->textures[i] = targetStateBlock->textures[i]; } for (i = 0; i < This->num_contained_sampler_states; ++i) { DWORD stage = This->contained_sampler_states[i].stage; DWORD state = This->contained_sampler_states[i].state; TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage, state, targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]); This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state]; } if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) { if (targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader); if (This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader); This->pixelShader = targetStateBlock->pixelShader; } record_lights(This, targetStateBlock); TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This); return WINED3D_OK; } static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This) { UINT i; for(i = 0; i < LIGHTMAP_SIZE; i++) { struct list *e; LIST_FOR_EACH(e, &This->lightMap[i]) { const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry); IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms); IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1); } } } static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; IWineD3DDevice *pDevice = (IWineD3DDevice *)This->device; unsigned int i; DWORD map; TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice); TRACE("Blocktype: %d\n", This->blockType); if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader); /* Vertex Shader Constants */ for (i = 0; i < This->num_contained_vs_consts_f; ++i) { IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i], This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1); } for (i = 0; i < This->num_contained_vs_consts_i; ++i) { IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i], This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1); } for (i = 0; i < This->num_contained_vs_consts_b; ++i) { IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i], This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1); } apply_lights(pDevice, This); if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader); /* Pixel Shader Constants */ for (i = 0; i < This->num_contained_ps_consts_f; ++i) { IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i], This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1); } for (i = 0; i < This->num_contained_ps_consts_i; ++i) { IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i], This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1); } for (i = 0; i < This->num_contained_ps_consts_b; ++i) { IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i], This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1); } /* Render */ for (i = 0; i < This->num_contained_render_states; ++i) { IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i], This->renderState[This->contained_render_states[i]]); } /* Texture states */ for (i = 0; i < This->num_contained_tss_states; ++i) { DWORD stage = This->contained_tss_states[i].stage; DWORD state = This->contained_tss_states[i].state; IWineD3DDevice_SetTextureStageState(pDevice, stage, state, This->textureState[stage][state]); } /* Sampler states */ for (i = 0; i < This->num_contained_sampler_states; ++i) { DWORD stage = This->contained_sampler_states[i].stage; DWORD state = This->contained_sampler_states[i].state; DWORD value = This->samplerState[stage][state]; if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS; IWineD3DDevice_SetSamplerState(pDevice, stage, state, value); } for (i = 0; i < This->num_contained_transform_states; ++i) { IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i], &This->transforms[This->contained_transform_states[i]]); } if (This->changed.primitive_type) { This->device->updateStateBlock->changed.primitive_type = TRUE; This->device->updateStateBlock->gl_primitive_type = This->gl_primitive_type; } if (This->changed.indices) { IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt); IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex); } if (This->changed.vertexDecl && This->vertexDecl) { IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl); } if (This->changed.material) { IWineD3DDevice_SetMaterial(pDevice, &This->material); } if (This->changed.viewport) { IWineD3DDevice_SetViewport(pDevice, &This->viewport); } if (This->changed.scissorRect) { IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect); } map = This->changed.streamSource; for (i = 0; map; map >>= 1, ++i) { if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]); } map = This->changed.streamFreq; for (i = 0; map; map >>= 1, ++i) { if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]); } map = This->changed.textures; for (i = 0; map; map >>= 1, ++i) { DWORD stage; if (!(map & 1)) continue; stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS; IWineD3DDevice_SetTexture(pDevice, stage, This->textures[i]); } map = This->changed.clipplane; for (i = 0; map; map >>= 1, ++i) { float clip[4]; if (!(map & 1)) continue; clip[0] = This->clipplane[i][0]; clip[1] = This->clipplane[i][1]; clip[2] = This->clipplane[i][2]; clip[3] = This->clipplane[i][3]; IWineD3DDevice_SetClipPlane(pDevice, i, clip); } This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1; for (i = 0; i < MAX_TEXTURES - 1; ++i) { if (This->device->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) { This->device->stateBlock->lowest_disabled_stage = i; break; } } TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice); return WINED3D_OK; } static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; IWineD3DDevice *device = (IWineD3DDevice *)This->device; IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device; const struct wined3d_gl_info *gl_info = &ThisDevice->adapter->gl_info; union { WINED3DLINEPATTERN lp; DWORD d; } lp; union { float f; DWORD d; } tmpfloat; unsigned int i; IWineD3DSwapChain *swapchain; 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, ThisDevice); /* 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 */ memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity)); memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity)); for (i = 0; i < 256; ++i) { memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity)); } TRACE("Render states\n"); /* Render states: */ if (ThisDevice->auto_depth_stencil_buffer != NULL) { IWineD3DDevice_SetRenderState(device, 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); 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); tmpfloat.f = 0.0f; IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d); tmpfloat.f = 1.0f; IWineD3DDevice_SetRenderState(device, 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); tmpfloat.f = 1.0f; IWineD3DDevice_SetRenderState(device, 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); tmpfloat.f = 1.0f; IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d); tmpfloat.f = 0.0f; IWineD3DDevice_SetRenderState(device, 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); tmpfloat.f = 1.0f; IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d); IWineD3DDevice_SetRenderState(device, 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); 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); /* states new in d3d9 */ IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE); IWineD3DDevice_SetRenderState(device, 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); tmpfloat.f = 0.0f; IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d); IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d); tmpfloat.f = 1.0f; IWineD3DDevice_SetRenderState(device, 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); /* clipping status */ This->clip_status.ClipUnion = 0; This->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 %d\n", i); memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity)); This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE; This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE; This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT; This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE; This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE; This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT; This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0; This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0; This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0; This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0; This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i; This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0; This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0; This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE; This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT; This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT; This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT; } This->lowest_disabled_stage = 1; /* Sampler states*/ for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) { TRACE("Setting up default samplers states for sampler %d\n", i); This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP; This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP; This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP; This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00; This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT; This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT; This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE; This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0; This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0; This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1; This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */ This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */ } 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->textures[i] = NULL; } /* check the return values, because the GetBackBuffer call isn't valid for ddraw */ hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain); if( hr == WINED3D_OK && swapchain != NULL) { 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"); } /* 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); IWineD3DSwapChain_Release(swapchain); } TRACE("-----------------------> Device defaults now set up...\n"); return WINED3D_OK; } /********************************************************** * IWineD3DStateBlock VTbl follows **********************************************************/ static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl = { /* IUnknown */ IWineD3DStateBlockImpl_QueryInterface, IWineD3DStateBlockImpl_AddRef, IWineD3DStateBlockImpl_Release, /* IWineD3DStateBlock */ IWineD3DStateBlockImpl_Capture, IWineD3DStateBlockImpl_Apply, IWineD3DStateBlockImpl_InitStartupStateBlock }; HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) { unsigned int i; HRESULT hr; stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl; stateblock->ref = 1; stateblock->device = device; stateblock->blockType = type; for (i = 0; i < LIGHTMAP_SIZE; i++) { list_init(&stateblock->lightMap[i]); } hr = stateblock_allocate_shader_constants(stateblock); if (FAILED(hr)) return hr; /* The WINED3DSBT_INIT stateblock type is used during initialization to * produce a placeholder stateblock so other functions called can update a * state block. */ if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK; TRACE("Updating changed flags appropriate for type %#x.\n", type); switch (type) { case WINED3DSBT_ALL: stateblock_init_lights(stateblock, device->stateBlock->lightMap); stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF, device->d3d_pshader_constantF); break; case WINED3DSBT_PIXELSTATE: stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF); break; case WINED3DSBT_VERTEXSTATE: stateblock_init_lights(stateblock, device->stateBlock->lightMap); stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF); break; default: FIXME("Unrecognized state block type %#x.\n", type); break; } stateblock_init_contained_states(stateblock); IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock); return WINED3D_OK; }