/* * 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., 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 ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->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; #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; } /* Allocate space for floating point constants */ object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4); WINED3D_MEMCHECK(object->pixelShaderConstantF); object->set.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF) ); WINED3D_MEMCHECK(object->set.pixelShaderConstantsF); object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF)); WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF); object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4); WINED3D_MEMCHECK(object->vertexShaderConstantF); object->set.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF)); WINED3D_MEMCHECK(object->set.vertexShaderConstantsF); object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF)); WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF); list_init(&object->set_vconstantsF); list_init(&object->set_pconstantsF); #undef WINED3D_MEMCHECK return WINED3D_OK; } /** Copy all members of one stateblock to another */ void stateblock_savedstates_copy( IWineD3DStateBlock* iface, SAVEDSTATES* dest, SAVEDSTATES* source) { IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; unsigned bsize = sizeof(BOOL); /* Single values */ dest->indices = source->indices; dest->material = source->material; dest->fvf = source->fvf; dest->viewport = source->viewport; dest->vertexDecl = source->vertexDecl; dest->pixelShader = source->pixelShader; dest->vertexShader = source->vertexShader; /* Fixed size arrays */ memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS); memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS); memcpy(dest->textures, source->textures, bsize * MAX_SAMPLERS); memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1)); memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1)); memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); memcpy(dest->samplerState, source->samplerState, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1)); memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES); memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B); memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I); memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B); memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I); /* Dynamically sized arrays */ memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF)); memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF)); } /** 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->indices = value; states->material = value; states->fvf = value; states->viewport = value; states->vertexDecl = value; states->pixelShader = value; states->vertexShader = value; /* Fixed size arrays */ memset(states->streamSource, value, bsize * MAX_STREAMS); memset(states->streamFreq, value, bsize * MAX_STREAMS); memset(states->textures, value, bsize * MAX_SAMPLERS); memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1)); memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1)); memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); memset(states->samplerState, value, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1)); memset(states->clipplane, value, bsize * MAX_CLIPPLANES); memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B); memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I); memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B); memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I); /* 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) { 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->set, &This->set); stateblock_savedstates_copy(source, &Dest->changed, &This->changed); /* Single items */ Dest->fvf = This->fvf; Dest->vertexDecl = This->vertexDecl; Dest->vertexShader = This->vertexShader; Dest->streamIsUP = This->streamIsUP; Dest->pIndexData = This->pIndexData; 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->vertex_blend = This->vertex_blend; Dest->tween_factor = This->tween_factor; Dest->glsl_program = This->glsl_program; /* 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(IWineD3DVertexBuffer*) * 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_SAMPLERS); memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_SAMPLERS); memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_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) { constant_entry *constant, *constant2; /* type 0 represents the primary stateblock, so free all the resources */ if (This->blockType == WINED3DSBT_INIT) { int counter; FIXME("Releasing primary stateblock\n"); /* Free any streams still bound */ for (counter = 0 ; counter < MAX_STREAMS ; counter++) { if (This->streamSource[counter] != NULL) { IWineD3DVertexBuffer_Release(This->streamSource[counter]); This->streamSource[counter] = NULL; } } /* free any index data */ if (This->pIndexData) { IWineD3DIndexBuffer_Release(This->pIndexData); This->pIndexData = NULL; } if (NULL != This->pixelShader) { IWineD3DPixelShader_Release(This->pixelShader); } if (NULL != This->vertexShader) { IWineD3DVertexShader_Release(This->vertexShader); } if (NULL != This->vertexDecl) { IWineD3DVertexDeclaration_Release(This->vertexDecl); } /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */ for (counter = 0; counter < GL_LIMITS(sampler_stages); 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]); } } } } HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF); HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF); HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF); HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF); HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF); HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF); LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constant_entry, entry) { HeapFree(GetProcessHeap(), 0, constant); } LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constant_entry, entry) { HeapFree(GetProcessHeap(), 0, constant); } 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 HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){ IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock; TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This); /* If not recorded, then update can just recapture */ if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) { IWineD3DStateBlockImpl* tmpBlock; PLIGHTINFOEL *tmp = This->lights; IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/); /* Note just swap the light chains over so when deleting, the old one goes */ memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl)); tmpBlock->lights = tmp; /* Delete the temporary one (which points to the old light chain though */ IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock); /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/ } else { unsigned int i, j; PLIGHTINFOEL *src; /* Recorded => Only update 'changed' values */ if (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 < GL_LIMITS(vshader_constantsF); ++i) { if (This->set.vertexShaderConstantsF[i]) { TRACE("Setting %p from %p %d 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 (i = 0; i < MAX_CONST_I; ++i) { if (This->set.vertexShaderConstantsI[i]) { TRACE("Setting %p from %p %d 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 (i = 0; i < MAX_CONST_B; ++i) { if (This->set.vertexShaderConstantsB[i]) { TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i, targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE"); This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[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 */ src = This->lights; while (src != NULL) { PLIGHTINFOEL *realLight = NULL; /* Locate the light in the live lights */ realLight = targetStateBlock->lights; while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next; /* If 'changed' then its a SetLight command. Rather than comparing to see if the OriginalParms have changed and then copy them (twice through memory) just do the copy */ if (src->changed) { /* If the light exists, copy its parameters, otherwise copy the default parameters */ const WINED3DLIGHT* params = realLight? &realLight->OriginalParms: &WINED3D_default_light; TRACE("Updating lights for light %d\n", src->OriginalIndex); memcpy(&src->OriginalParms, params, sizeof(*params)); } /* If 'enabledchanged' then its a LightEnable command */ if (src->enabledChanged) { /* If the light exists, check if it's enabled, otherwise default is disabled state */ TRACE("Updating lightEnabled for light %d\n", src->OriginalIndex); src->lightEnabled = realLight? realLight->lightEnabled: FALSE; } src = src->next; } /* Recorded => Only update 'changed' values */ if (This->pixelShader != targetStateBlock->pixelShader) { TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader); if (targetStateBlock->pixelShader) { IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader); } if (This->pixelShader) { IWineD3DPixelShader_Release(This->pixelShader); } This->pixelShader = targetStateBlock->pixelShader; } /* Pixel Shader Float Constants */ for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) { if (This->set.pixelShaderConstantsF[i]) { TRACE("Setting %p from %p %d 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 (i = 0; i < MAX_CONST_I; ++i) { if (This->set.pixelShaderConstantsI[i]) { TRACE("Setting %p from %p %d 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 (i = 0; i < MAX_CONST_B; ++i) { if (This->set.pixelShaderConstantsB[i]) { TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i, targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE"); This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i]; } } /* Others + Render & Texture */ for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) { if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i], &This->transforms[i], sizeof(WINED3DMATRIX)) != 0) { TRACE("Updating transform %d\n", i); memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(WINED3DMATRIX)); } } if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData) || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) { TRACE("Updating pindexData to %p, baseVertexIndex to %d\n", targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex); This->pIndexData = targetStateBlock->pIndexData; This->baseVertexIndex = targetStateBlock->baseVertexIndex; } if(This->set.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->set.fvf && This->fvf != targetStateBlock->fvf){ This->fvf = targetStateBlock->fvf; } if (This->set.material && memcmp(&targetStateBlock->material, &This->material, sizeof(WINED3DMATERIAL)) != 0) { TRACE("Updating material\n"); memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL)); } if (This->set.viewport && memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(WINED3DVIEWPORT)) != 0) { TRACE("Updating viewport\n"); memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT)); } for (i = 0; i < MAX_STREAMS; i++) { if (This->set.streamSource[i] && ((This->streamStride[i] != targetStateBlock->streamStride[i]) || (This->streamSource[i] != targetStateBlock->streamSource[i]))) { TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]); This->streamStride[i] = targetStateBlock->streamStride[i]; This->streamSource[i] = targetStateBlock->streamSource[i]; } if (This->set.streamFreq[i] && (This->streamFreq[i] != targetStateBlock->streamFreq[i] || This->streamFlags[i] != targetStateBlock->streamFlags[i])){ TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] , targetStateBlock->streamFlags[i]); This->streamFreq[i] = targetStateBlock->streamFreq[i]; This->streamFlags[i] = targetStateBlock->streamFlags[i]; } } for (i = 0; i < GL_LIMITS(clipplanes); i++) { if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i], &This->clipplane[i], sizeof(This->clipplane)) != 0) { TRACE("Updating clipplane %d\n", i); memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i], sizeof(This->clipplane)); } } /* Render */ for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) { if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) { TRACE("Updating renderState %d to %d\n", i, targetStateBlock->renderState[i]); This->renderState[i] = targetStateBlock->renderState[i]; } } /* Texture states */ for (j = 0; j < GL_LIMITS(texture_stages); j++) { /* TODO: move over to using memcpy */ for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) { if (This->set.textureState[j][i]) { TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", j,i, targetStateBlock->textureState[j][i], This->textureState[j][i]); This->textureState[j][i] = targetStateBlock->textureState[j][i]; } } } /* Samplers */ /* TODO: move over to using memcpy */ for (j = 0; j < GL_LIMITS(sampler_stages); j++) { if (This->set.textures[j]) { TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]); This->textures[j] = targetStateBlock->textures[j]; } for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */ if (This->set.samplerState[j][i]) { TRACE("Updating sampler state %d,%d to %d (was %d)\n", j, i, targetStateBlock->samplerState[j][i], This->samplerState[j][i]); This->samplerState[j][i] = targetStateBlock->samplerState[j][i]; } } } } TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This); return WINED3D_OK; } 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; TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice); /* FIXME: Only apply applicable states not all states */ if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) { PLIGHTINFOEL *toDo = This->lights; while (toDo != NULL) { if (toDo->changed) IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms); if (toDo->enabledChanged) IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled); toDo = toDo->next; } /* Vertex Shader */ if (This->set.vertexShader && This->changed.vertexShader) { IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader); } /* Vertex Shader Constants */ for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) { if (This->set.vertexShaderConstantsF[i] && This->changed.vertexShaderConstantsF[i]) IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1); } for (i = 0; i < MAX_CONST_I; i++) { if (This->set.vertexShaderConstantsI[i] && This->changed.vertexShaderConstantsI[i]) IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1); } for (i = 0; i < MAX_CONST_B; i++) { if (This->set.vertexShaderConstantsB[i] && This->changed.vertexShaderConstantsB[i]) IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1); } } if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) { /* Pixel Shader */ if (This->set.pixelShader && This->changed.pixelShader) { IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader); } /* Pixel Shader Constants */ for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) { if (This->set.pixelShaderConstantsF[i] && This->changed.pixelShaderConstantsF[i]) IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1); } for (i = 0; i < MAX_CONST_I; ++i) { if (This->set.pixelShaderConstantsI[i] && This->changed.pixelShaderConstantsI[i]) IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1); } for (i = 0; i < MAX_CONST_B; ++i) { if (This->set.pixelShaderConstantsB[i] && This->changed.pixelShaderConstantsB[i]) IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1); } } if (This->set.fvf && This->changed.fvf) { IWineD3DDevice_SetFVF(pDevice, This->fvf); } if (This->set.vertexDecl && This->changed.vertexDecl) { IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl); } /* Others + Render & Texture */ if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) { for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) { if (This->set.transform[i] && This->changed.transform[i]) IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]); } if (This->set.indices && This->changed.indices) IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex); if (This->set.material && This->changed.material ) IWineD3DDevice_SetMaterial(pDevice, &This->material); if (This->set.viewport && This->changed.viewport) IWineD3DDevice_SetViewport(pDevice, &This->viewport); /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */ for (i=0; iset.streamSource[i] && This->changed.streamSource[i]) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]); if (This->set.streamFreq[i] && This->changed.streamFreq[i]) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]); } for (i = 0; i < GL_LIMITS(clipplanes); i++) { if (This->set.clipplane[i] && This->changed.clipplane[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); } } /* Render */ for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) { if (This->set.renderState[i] && This->changed.renderState[i]) IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]); } /* Texture states */ for (j = 0; j < GL_LIMITS(texture_stages); j++) { /* Set The texture first, just in case it resets the states? */ /* TODO: move over to memcpy */ for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) { if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */ ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i]; ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE; ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE; } } } /* Samplers */ /* TODO: move over to memcpy */ for (j = 0 ; j < GL_LIMITS(sampler_stages); j++){ if (This->set.textures[j] && This->changed.textures[j]) { IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]); } for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){ if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) { ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i]; ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE; ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE; } } } } else if (This->blockType == WINED3DSBT_PIXELSTATE) { for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) { if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]]) IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]); } for (j = 0; j < GL_LIMITS(texture_stages); j++) { for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) { ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]]; } } for (j = 0; j < GL_LIMITS(sampler_stages); j++) { for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) { ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]]; } } } else if (This->blockType == WINED3DSBT_VERTEXSTATE) { for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) { if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]]) IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]); } for (j = 0; j < GL_LIMITS(texture_stages); j++) { for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) { ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]]; } } for (j = 0; j < GL_LIMITS(sampler_stages); j++) { for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) { ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]]; } } } else { FIXME("Unrecognized state block type %d\n", This->blockType); } stateblock_savedstates_copy(iface, &((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed); 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 { 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("(%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->depthStencilBuffer != NULL) { IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE); } else { IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE); } IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID); IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_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, D3DCULL_CCW); IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL); IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, D3DCMP_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, D3DFOG_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, D3DSTENCILOP_KEEP); IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); IWineD3DDevice_SetRenderState(device, 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(device, WINED3DRS_STENCILREF, 0); * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF); */ This->renderState[WINED3DRS_STENCILREF] = 0; This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF; IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, D3DCMP_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, D3DFOG_NONE); IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE); IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE); IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE); IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1); IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2); IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL); IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_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, D3DPATCHEDGE_DISCRETE); tmpfloat.f = 1.0f; IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d); IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe); tmpfloat.f = 64.0f; 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, D3DBLENDOP_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, D3DSTENCILOP_KEEP); IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP); IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP); IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_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, D3DBLENDOP_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 < GL_LIMITS(texture_stages); 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 ] = (DWORD) 0.0; This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0; This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0; This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0; This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i; This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0; This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0; This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE; This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP; This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT; This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT; This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT; } /* Sampler states*/ for (i = 0 ; i < GL_LIMITS(sampler_stages); 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; /* TODO: Gamma correction value*/ 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 */ } /* 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 */ if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) { ENTER_GL(); for (i = 0; i < GL_LIMITS(texture_stages); 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)) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); checkGLcall("glActiveTextureARB"); } else if (i > 0) { FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); } /* Generate an opengl texture name */ glGenTextures(1, &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"); #if 1 /* TODO: move the setting texture states off to basetexture */ /* Reapply all the texture state information to this texture */ IWineD3DDevice_SetupTextureStates(device, i, i, REAPPLY_ALL); #endif } 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; /* Set default GLSL program to NULL. We won't actually create one * until the app sets a vertex or pixel shader */ This->glsl_program = NULL; 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 };