/* * state block implementation * * Copyright 2002 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2005 Oliver Stieber * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info /********************************************************** * IWineD3DStateBlockImpl IUnknown parts follows **********************************************************/ 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 D3D_OK; } return E_NOINTERFACE; } ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; ULONG refCount = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1); return refCount; } ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; ULONG refCount = InterlockedDecrement(&This->ref); TRACE("(%p) : Releasing from %ld\n", This, refCount + 1); if (!refCount) { IWineD3DDevice_Release((IWineD3DDevice *)This->wineD3DDevice); HeapFree(GetProcessHeap(), 0, This); } return refCount; } /********************************************************** * IWineD3DStateBlockImpl parts follows **********************************************************/ HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; IUnknown_AddRef(This->parent); *pParent = This->parent; return D3D_OK; } HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)(This->wineD3DDevice); union { D3DLINEPATTERN lp; DWORD d; } lp; union { float f; DWORD d; } tmpfloat; unsigned int i; /* Note this may have a large overhead but it should only be executed once, in order to initialize the complete state of the device and all opengl equivalents */ TRACE("-----------------------> Setting up device defaults...\n"); This->blockType = D3DSBT_ALL; /* FIXME: Set some of the defaults for lights, transforms etc */ memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity)); memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity)); for (i = 0; i < 256; ++i) { memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity)); } /* Render states: */ if (ThisDevice->presentParms.EnableAutoDepthStencil) { IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZENABLE, D3DZB_TRUE); } else { IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZENABLE, D3DZB_FALSE); } IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FILLMODE, D3DFILL_SOLID); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD); lp.lp.wRepeatFactor = 0; lp.lp.wLinePattern = 0; IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_LINEPATTERN, lp.d); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZWRITEENABLE, TRUE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ALPHATESTENABLE, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_LASTPIXEL, TRUE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_SRCBLEND, D3DBLEND_ONE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_DESTBLEND, D3DBLEND_ZERO); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_CULLMODE, D3DCULL_CCW); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ALPHAFUNC, D3DCMP_ALWAYS); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ALPHAREF, 0xff); /*??*/ IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_DITHERENABLE, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ALPHABLENDENABLE, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGENABLE, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_SPECULARENABLE, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZVISIBLE, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGCOLOR, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGTABLEMODE, D3DFOG_NONE); tmpfloat.f = 0.0f; IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGSTART, tmpfloat.d); tmpfloat.f = 1.0f; IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGEND, tmpfloat.d); tmpfloat.f = 1.0f; IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGDENSITY, tmpfloat.d); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_EDGEANTIALIAS, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZBIAS, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_RANGEFOGENABLE, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILENABLE, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP); /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults * so only a single call performed (and ensure defaults initialized before making that call) * * IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILREF, 0); * IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILMASK, 0xFFFFFFFF); */ This->renderState[WINED3DRS_STENCILREF] = 0; This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF; IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILFUNC, D3DCMP_ALWAYS); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP0, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP1, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP2, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP3, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP4, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP5, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP6, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP7, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_CLIPPING, TRUE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_LIGHTING, TRUE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_AMBIENT, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGVERTEXMODE, D3DFOG_NONE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_COLORVERTEX, TRUE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_LOCALVIEWER, TRUE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_NORMALIZENORMALS, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_CLIPPLANEENABLE, 0); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE); tmpfloat.f = 1.0f; IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSIZE, tmpfloat.d); tmpfloat.f = 0.0f; IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSIZE_MIN, tmpfloat.d); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSPRITEENABLE, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSCALEENABLE, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSCALE_A, TRUE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSCALE_B, TRUE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSCALE_C, TRUE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE); tmpfloat.f = 1.0f; IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_PATCHSEGMENTS, tmpfloat.d); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE); tmpfloat.f = 64.0f; IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSIZE_MAX, tmpfloat.d); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_COLORWRITEENABLE, 0x0000000F); tmpfloat.f = 0.0f; IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_TWEENFACTOR, tmpfloat.d); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_BLENDOP, D3DBLENDOP_ADD); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POSITIONORDER, WINED3DDEGREE_CUBIC); IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_NORMALORDER, WINED3DDEGREE_LINEAR); /** 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 < GL_LIMITS(textures); i++) { TRACE("Setting up default texture states for texture Stage %d\n", i); memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity)); This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE; This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE; This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT; This->textureState[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE; This->textureState[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE; This->textureState[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT; This->textureState[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0; This->textureState[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0; This->textureState[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0; This->textureState[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0; This->textureState[i][D3DTSS_TEXCOORDINDEX ] = i; This->textureState[i][D3DTSS_ADDRESSU ] = D3DTADDRESS_WRAP; This->textureState[i][D3DTSS_ADDRESSV ] = D3DTADDRESS_WRAP; This->textureState[i][D3DTSS_BORDERCOLOR ] = 0x00; This->textureState[i][D3DTSS_MAGFILTER ] = D3DTEXF_POINT; This->textureState[i][D3DTSS_MINFILTER ] = D3DTEXF_POINT; This->textureState[i][D3DTSS_MIPFILTER ] = D3DTEXF_NONE; This->textureState[i][D3DTSS_MIPMAPLODBIAS ] = 0; This->textureState[i][D3DTSS_MAXMIPLEVEL ] = 0; This->textureState[i][D3DTSS_MAXANISOTROPY ] = 1; This->textureState[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0; This->textureState[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0; This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE; This->textureState[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP; This->textureState[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT; This->textureState[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT; This->textureState[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT; } /* Under DirectX you can have texture stage operations even if no texture is bound, whereas opengl will only do texture operations when a valid texture is bound. We emulate this by creating dummy textures and binding them to each texture stage, but disable all stages by default. Hence if a stage is enabled then the default texture will kick in until replaced by a SetTexture call */ ENTER_GL(); for (i = 0; i < GL_LIMITS(textures); i++) { GLubyte white = 255; /* Note this avoids calling settexture, so pretend it has been called */ This->set.textures[i] = TRUE; This->changed.textures[i] = TRUE; This->textures[i] = NULL; /* Make appropriate texture active */ if (GL_SUPPORT(ARB_MULTITEXTURE)) { GLACTIVETEXTURE(i); } else if (i > 0) { FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); } /* Generate an opengl texture name */ glGenTextures(1, &ThisDevice->dummyTextureName[i]); checkGLcall("glGenTextures"); TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]); /* Generate a dummy 1d texture */ This->textureDimensions[i] = GL_TEXTURE_1D; glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]); checkGLcall("glBindTexture"); glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white); checkGLcall("glTexImage1D"); /* Reapply all the texture state information to this texture */ IWineD3DDevice_SetupTextureStates((IWineD3DDevice *)This->wineD3DDevice, i, REAPPLY_ALL); } LEAVE_GL(); /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/ for (i = 0; i < MAX_PALETTES; ++i) { int j; for (j = 0; j < 256; ++j) { This->wineD3DDevice->palettes[i][j].peRed = 0xFF; This->wineD3DDevice->palettes[i][j].peGreen = 0xFF; This->wineD3DDevice->palettes[i][j].peBlue = 0xFF; This->wineD3DDevice->palettes[i][j].peFlags = 0xFF; } } This->wineD3DDevice->currentPalette = 0; TRACE("-----------------------> Device defaults now set up...\n"); return D3D_OK; } /********************************************************** * IWineD3DStateBlock VTbl follows **********************************************************/ const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl = { IWineD3DStateBlockImpl_QueryInterface, IWineD3DStateBlockImpl_AddRef, IWineD3DStateBlockImpl_Release, IWineD3DStateBlockImpl_GetParent, IWineD3DStateBlockImpl_InitStartupStateBlock };