/* * state block implementation * * Copyright 2002 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2005 Oliver Stieber * Copyright 2007 Stefan Dösinger 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); #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info /*************************************** * Stateblock helper functions follow **************************************/ /** Allocates the correct amount of space for pixel and vertex shader constants, * along with their set/changed flags on the given stateblock object */ HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) { IWineD3DStateBlockImpl *This = object; /* Allocate space for floating point constants */ object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4); if (!object->pixelShaderConstantF) goto fail; object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF)); if (!object->changed.pixelShaderConstantsF) goto fail; object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4); if (!object->vertexShaderConstantF) goto fail; object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF)); if (!object->changed.vertexShaderConstantsF) goto fail; object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF)); if (!object->contained_vs_consts_f) goto fail; object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF)); 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; } /** Copy all members of one stateblock to another */ static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; unsigned bsize = sizeof(BOOL); /* Single values */ dest->primitive_type = source->primitive_type; dest->indices = source->indices; dest->material = source->material; dest->viewport = source->viewport; dest->vertexDecl = source->vertexDecl; dest->pixelShader = source->pixelShader; dest->vertexShader = source->vertexShader; dest->scissorRect = dest->scissorRect; /* Fixed size arrays */ dest->streamSource = source->streamSource; dest->streamFreq = source->streamFreq; dest->textures = source->textures; memcpy(dest->transform, source->transform, sizeof(source->transform)); memcpy(dest->renderState, source->renderState, sizeof(source->renderState)); memcpy(dest->textureState, source->textureState, sizeof(source->textureState)); memcpy(dest->samplerState, source->samplerState, sizeof(source->samplerState)); dest->clipplane = source->clipplane; dest->pixelShaderConstantsB = source->pixelShaderConstantsB; dest->pixelShaderConstantsI = source->pixelShaderConstantsI; dest->vertexShaderConstantsB = source->vertexShaderConstantsB; dest->vertexShaderConstantsI = source->vertexShaderConstantsI; /* Dynamically sized arrays */ memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF)); memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF)); } 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 */ void stateblock_savedstates_set( IWineD3DStateBlock* iface, SAVEDSTATES* states, BOOL value) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; unsigned bsize = sizeof(BOOL); /* Single values */ states->primitive_type = value; states->indices = value; states->material = value; states->viewport = value; states->vertexDecl = value; states->pixelShader = value; states->vertexShader = value; states->scissorRect = value; /* Fixed size arrays */ if (value) { int i; 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; } else { states->streamSource = 0; states->streamFreq = 0; states->textures = 0; memset(states->transform, 0, sizeof(states->transform)); memset(states->renderState, 0, sizeof(states->renderState)); memset(states->textureState, 0, sizeof(states->textureState)); memset(states->samplerState, 0, sizeof(states->samplerState)); states->clipplane = 0; states->pixelShaderConstantsB = 0; states->pixelShaderConstantsI = 0; states->vertexShaderConstantsB = 0; states->vertexShaderConstantsI = 0; } /* Dynamically sized arrays */ memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF)); memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF)); } void stateblock_copy( IWineD3DStateBlock* destination, IWineD3DStateBlock* source) { int l; IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source; IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination; /* IUnknown fields */ Dest->lpVtbl = This->lpVtbl; Dest->ref = This->ref; /* IWineD3DStateBlock information */ Dest->parent = This->parent; Dest->wineD3DDevice = This->wineD3DDevice; Dest->blockType = This->blockType; /* Saved states */ stateblock_savedstates_copy(source, &Dest->changed, &This->changed); /* Single items */ Dest->gl_primitive_type = This->gl_primitive_type; Dest->vertexDecl = This->vertexDecl; Dest->vertexShader = This->vertexShader; Dest->streamIsUP = This->streamIsUP; Dest->pIndexData = This->pIndexData; Dest->IndexFmt = This->IndexFmt; Dest->baseVertexIndex = This->baseVertexIndex; /* Dest->lights = This->lights; */ Dest->clip_status = This->clip_status; Dest->viewport = This->viewport; Dest->material = This->material; Dest->pixelShader = This->pixelShader; Dest->scissorRect = This->scissorRect; /* Lights */ memset(This->activeLights, 0, sizeof(This->activeLights)); for(l = 0; l < LIGHTMAP_SIZE; l++) { struct list *e1, *e2; LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) { PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry); list_remove(&light->entry); HeapFree(GetProcessHeap(), 0, light); } LIST_FOR_EACH(e1, &This->lightMap[l]) { PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2; light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light)); *light2 = *light; list_add_tail(&Dest->lightMap[l], &light2->entry); if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2; } } /* Fixed size arrays */ memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B); memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4); memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B); memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4); memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS); memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS); memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DBuffer *) * MAX_STREAMS); memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS); memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS); memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1)); memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4); memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1)); memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS); memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1)); /* Dynamically sized arrays */ memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4); memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4); } /********************************************************** * 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_IWineD3DBase) || 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; /* type 0 represents the primary stateblock, so free all the resources */ if (This->blockType == WINED3DSBT_INIT) { /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */ for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) { if (This->textures[counter]) { /* release our 'internal' hold on the texture */ if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) { TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, 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]) { PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, 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 HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; IUnknown_AddRef(This->parent); *pParent = This->parent; return WINED3D_OK; } static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){ IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; *ppDevice = (IWineD3DDevice*)This->wineD3DDevice; IWineD3DDevice_AddRef(*ppDevice); return WINED3D_OK; } static inline void record_lights(IWineD3DStateBlockImpl *This, 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; PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight; if (!src->changed && !src->enabledChanged) continue; /* Look up the light in the destination */ LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) { realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry); if(realLight->OriginalIndex == src->OriginalIndex) { if(src->changed) { src->OriginalParms = realLight->OriginalParms; } if(src->enabledChanged) { /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled * or disabled -> enabled -> disabled changes */ 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) { /* Found a light, all done, proceed with next hash entry */ continue; } else if(src->changed) { /* Otherwise assign defaul params */ src->OriginalParms = WINED3D_default_light; } else { /* Not enabled by default */ src->glIndex = -1; } } } } static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){ IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock; unsigned int i, j; DWORD map; TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This); /* If not recorded, then update can just recapture */ if (This->blockType == WINED3DSBT_RECORDED) { /* Recorded => Only update 'changed' values */ 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 (j = 0; j < This->num_contained_vs_consts_f; ++j) { i = This->contained_vs_consts_f[j]; TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i, targetStateBlock->vertexShaderConstantF[i * 4], targetStateBlock->vertexShaderConstantF[i * 4 + 1], targetStateBlock->vertexShaderConstantF[i * 4 + 2], targetStateBlock->vertexShaderConstantF[i * 4 + 3]); This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4]; This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1]; This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2]; This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3]; } /* Vertex Shader Integer Constants */ for (j = 0; j < This->num_contained_vs_consts_i; ++j) { i = This->contained_vs_consts_i[j]; TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i, targetStateBlock->vertexShaderConstantI[i * 4], targetStateBlock->vertexShaderConstantI[i * 4 + 1], targetStateBlock->vertexShaderConstantI[i * 4 + 2], targetStateBlock->vertexShaderConstantI[i * 4 + 3]); This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4]; This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1]; This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2]; This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3]; } /* Vertex Shader Boolean Constants */ for (j = 0; j < This->num_contained_vs_consts_b; ++j) { i = This->contained_vs_consts_b[j]; TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i, targetStateBlock->vertexShaderConstantB[i] ? "TRUE" : "FALSE"); This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i]; } /* Pixel Shader Float Constants */ for (j = 0; j < This->num_contained_ps_consts_f; ++j) { i = This->contained_ps_consts_f[j]; TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i, targetStateBlock->pixelShaderConstantF[i * 4], targetStateBlock->pixelShaderConstantF[i * 4 + 1], targetStateBlock->pixelShaderConstantF[i * 4 + 2], targetStateBlock->pixelShaderConstantF[i * 4 + 3]); This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4]; This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1]; This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2]; This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3]; } /* Pixel Shader Integer Constants */ for (j = 0; j < This->num_contained_ps_consts_i; ++j) { i = This->contained_ps_consts_i[j]; TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i, targetStateBlock->pixelShaderConstantI[i * 4], targetStateBlock->pixelShaderConstantI[i * 4 + 1], targetStateBlock->pixelShaderConstantI[i * 4 + 2], targetStateBlock->pixelShaderConstantI[i * 4 + 3]); This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4]; This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1]; This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2]; This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3]; } /* Pixel Shader Boolean Constants */ for (j = 0; j < This->num_contained_ps_consts_b; ++j) { i = This->contained_ps_consts_b[j]; TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i, targetStateBlock->pixelShaderConstantB[i] ? "TRUE" : "FALSE"); This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i]; } /* Others + Render & Texture */ for (i = 0; i < This->num_contained_transform_states; i++) { TRACE("Updating transform %u\n", i); This->transforms[This->contained_transform_states[i]] = targetStateBlock->transforms[This->contained_transform_states[i]]; } 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); This->vertexDecl = targetStateBlock->vertexDecl; } if (This->changed.material && memcmp(&targetStateBlock->material, &This->material, sizeof(WINED3DMATERIAL)) != 0) { TRACE("Updating material\n"); This->material = targetStateBlock->material; } if (This->changed.viewport && memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(WINED3DVIEWPORT)) != 0) { TRACE("Updating viewport\n"); This->viewport = targetStateBlock->viewport; } if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(targetStateBlock->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++) { TRACE("Updating renderState %u to %u\n", This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]); This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]]; } /* Texture states */ for (j = 0; j < This->num_contained_tss_states; j++) { DWORD stage = This->contained_tss_states[j].stage; DWORD state = This->contained_tss_states[j].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 */ /* TODO: move over to using memcpy */ 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]); This->textures[i] = targetStateBlock->textures[i]; } for (j = 0; j < This->num_contained_sampler_states; j++) { DWORD stage = This->contained_sampler_states[j].stage; DWORD state = This->contained_sampler_states[j].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); } else if(This->blockType == WINED3DSBT_ALL) { This->vertexDecl = targetStateBlock->vertexDecl; memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI)); memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF)); memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4); This->gl_primitive_type = targetStateBlock->gl_primitive_type; memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride)); memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset)); memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq)); memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags)); This->baseVertexIndex = targetStateBlock->baseVertexIndex; memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms)); record_lights(This, targetStateBlock); memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane)); This->clip_status = targetStateBlock->clip_status; This->viewport = targetStateBlock->viewport; This->material = targetStateBlock->material; memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI)); memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF)); memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4); memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState)); memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures)); memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState)); memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState)); This->scissorRect = targetStateBlock->scissorRect; if(targetStateBlock->pIndexData != This->pIndexData || targetStateBlock->IndexFmt != This->IndexFmt) { if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData); if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData); This->pIndexData = targetStateBlock->pIndexData; This->IndexFmt = targetStateBlock->IndexFmt; } for(i = 0; i < MAX_STREAMS; i++) { if(targetStateBlock->streamSource[i] != This->streamSource[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]; } } if(This->vertexShader != targetStateBlock->vertexShader) { if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader); if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader); This->vertexShader = targetStateBlock->vertexShader; } if(This->pixelShader != targetStateBlock->pixelShader) { if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader); if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader); This->pixelShader = targetStateBlock->pixelShader; } } else if(This->blockType == WINED3DSBT_VERTEXSTATE) { memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI)); memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF)); memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4); record_lights(This, targetStateBlock); for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) { This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]]; } for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) { for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) { This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]]; } } for (j = 0; j < MAX_TEXTURES; j++) { for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) { This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]]; } } for(i = 0; i < MAX_STREAMS; i++) { if(targetStateBlock->streamSource[i] != This->streamSource[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]; } } if(This->vertexShader != targetStateBlock->vertexShader) { if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader); if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader); This->vertexShader = targetStateBlock->vertexShader; } } else if(This->blockType == WINED3DSBT_PIXELSTATE) { memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI)); memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF)); memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4); for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) { This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]]; } for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) { for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) { This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]]; } } for (j = 0; j < MAX_TEXTURES; j++) { for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) { This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]]; } } if(This->pixelShader != targetStateBlock->pixelShader) { if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader); if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader); This->pixelShader = targetStateBlock->pixelShader; } } TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This); return WINED3D_OK; } static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) { UINT i; for(i = 0; i < LIGHTMAP_SIZE; i++) { struct list *e; LIST_FOR_EACH(e, &This->lightMap[i]) { const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry); if(light->changed) { IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms); } if(light->enabledChanged) { IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1); } } } } static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){ IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice; /*Copy thing over to updateBlock is isRecording otherwise StateBlock, should really perform a delta so that only the changes get updated*/ UINT i; UINT j; DWORD map; TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice); TRACE("Blocktype: %d\n", This->blockType); if(This->blockType == WINED3DSBT_RECORDED) { 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; ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state]; ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage] |= 1 << state; /* TODO: Record a display list to apply all gl states. For now apply by brute force */ IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(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; ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state]; ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage] |= 1 << state; IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage)); } 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->wineD3DDevice->updateStateBlock->changed.primitive_type = TRUE; This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type; } if (This->changed.indices) { IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->IndexFmt); IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex); } if (This->changed.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); } /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */ 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) { if (!(map & 1)) continue; if (i < MAX_FRAGMENT_SAMPLERS) IWineD3DDevice_SetTexture(pDevice, i, This->textures[i]); else IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS, 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); } } else if(This->blockType == WINED3DSBT_VERTEXSTATE) { IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader); for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) { IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1); } for (i = 0; i < MAX_CONST_I; i++) { IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1); } for (i = 0; i < MAX_CONST_B; i++) { IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1); } apply_lights(pDevice, This); for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) { IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]); } for(j = 0; j < MAX_TEXTURES; j++) { for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) { IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i], This->textureState[j][SavedVertexStates_T[i]]); } } for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) { for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) { IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i], This->samplerState[j][SavedVertexStates_S[i]]); } } for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) { for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) { IWineD3DDevice_SetSamplerState(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, SavedVertexStates_S[i], This->samplerState[j][SavedVertexStates_S[i]]); } } } else if(This->blockType == WINED3DSBT_PIXELSTATE) { IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader); for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) { IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1); } for (i = 0; i < MAX_CONST_I; i++) { IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1); } for (i = 0; i < MAX_CONST_B; i++) { IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1); } for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) { IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]); } for(j = 0; j < MAX_TEXTURES; j++) { for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) { IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i], This->textureState[j][SavedPixelStates_T[i]]); } } for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) { for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) { IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i], This->samplerState[j][SavedPixelStates_S[i]]); } } for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) { for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) { IWineD3DDevice_SetSamplerState(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, SavedPixelStates_S[i], This->samplerState[j][SavedPixelStates_S[i]]); } } } else if(This->blockType == WINED3DSBT_ALL) { IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader); for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) { IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1); } for (i = 0; i < MAX_CONST_I; i++) { IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1); } for (i = 0; i < MAX_CONST_B; i++) { IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1); } IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader); for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) { IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1); } for (i = 0; i < MAX_CONST_I; i++) { IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1); } for (i = 0; i < MAX_CONST_B; i++) { IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1); } apply_lights(pDevice, This); for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) { IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]); } for(j = 0; j < MAX_TEXTURES; j++) { for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i) { IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]); } } /* Skip unused values between TEXTURE8 and WORLD0 ? */ for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) { IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]); } This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type; IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->IndexFmt); IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex); IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl); IWineD3DDevice_SetMaterial(pDevice, &This->material); IWineD3DDevice_SetViewport(pDevice, &This->viewport); IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect); /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */ for (i=0; istreamSource[i], 0, This->streamStride[i]); IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]); } for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){ UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS; IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]); for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; ++i) { IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]); } } for (i = 0; i < GL_LIMITS(clipplanes); i++) { float clip[4]; 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); } } ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1; for(j = 0; j < MAX_TEXTURES - 1; j++) { if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) { ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j; 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->wineD3DDevice; IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device; 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, This->wineD3DDevice); /* 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 = ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion < 9 ? 0.0f : 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_LIMITS(pointsize); 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_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 **********************************************************/ const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl = { /* IUnknown */ IWineD3DStateBlockImpl_QueryInterface, IWineD3DStateBlockImpl_AddRef, IWineD3DStateBlockImpl_Release, /* IWineD3DStateBlock */ IWineD3DStateBlockImpl_GetParent, IWineD3DStateBlockImpl_GetDevice, IWineD3DStateBlockImpl_Capture, IWineD3DStateBlockImpl_Apply, IWineD3DStateBlockImpl_InitStartupStateBlock };