/* * state block implementation * * Copyright 2002 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2005 Oliver Stieber * Copyright 2007 Stefan Dösinger for CodeWeavers * Copyright 2009 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); static const DWORD pixel_states_render[] = { WINED3D_RS_ALPHABLENDENABLE, WINED3D_RS_ALPHAFUNC, WINED3D_RS_ALPHAREF, WINED3D_RS_ALPHATESTENABLE, WINED3D_RS_ANTIALIASEDLINEENABLE, WINED3D_RS_BLENDFACTOR, WINED3D_RS_BLENDOP, WINED3D_RS_BLENDOPALPHA, WINED3D_RS_CCW_STENCILFAIL, WINED3D_RS_CCW_STENCILPASS, WINED3D_RS_CCW_STENCILZFAIL, WINED3D_RS_COLORWRITEENABLE, WINED3D_RS_COLORWRITEENABLE1, WINED3D_RS_COLORWRITEENABLE2, WINED3D_RS_COLORWRITEENABLE3, WINED3D_RS_DEPTHBIAS, WINED3D_RS_DESTBLEND, WINED3D_RS_DESTBLENDALPHA, WINED3D_RS_DITHERENABLE, WINED3D_RS_FILLMODE, WINED3D_RS_FOGDENSITY, WINED3D_RS_FOGEND, WINED3D_RS_FOGSTART, WINED3D_RS_LASTPIXEL, WINED3D_RS_SCISSORTESTENABLE, WINED3D_RS_SEPARATEALPHABLENDENABLE, WINED3D_RS_SHADEMODE, WINED3D_RS_SLOPESCALEDEPTHBIAS, WINED3D_RS_SRCBLEND, WINED3D_RS_SRCBLENDALPHA, WINED3D_RS_SRGBWRITEENABLE, WINED3D_RS_STENCILENABLE, WINED3D_RS_STENCILFAIL, WINED3D_RS_STENCILFUNC, WINED3D_RS_STENCILMASK, WINED3D_RS_STENCILPASS, WINED3D_RS_STENCILREF, WINED3D_RS_STENCILWRITEMASK, WINED3D_RS_STENCILZFAIL, WINED3D_RS_TEXTUREFACTOR, WINED3D_RS_TWOSIDEDSTENCILMODE, WINED3D_RS_WRAP0, WINED3D_RS_WRAP1, WINED3D_RS_WRAP10, WINED3D_RS_WRAP11, WINED3D_RS_WRAP12, WINED3D_RS_WRAP13, WINED3D_RS_WRAP14, WINED3D_RS_WRAP15, WINED3D_RS_WRAP2, WINED3D_RS_WRAP3, WINED3D_RS_WRAP4, WINED3D_RS_WRAP5, WINED3D_RS_WRAP6, WINED3D_RS_WRAP7, WINED3D_RS_WRAP8, WINED3D_RS_WRAP9, WINED3D_RS_ZENABLE, WINED3D_RS_ZFUNC, WINED3D_RS_ZWRITEENABLE, }; static const DWORD pixel_states_texture[] = { WINED3D_TSS_ALPHA_ARG0, WINED3D_TSS_ALPHA_ARG1, WINED3D_TSS_ALPHA_ARG2, WINED3D_TSS_ALPHA_OP, WINED3D_TSS_BUMPENV_LOFFSET, WINED3D_TSS_BUMPENV_LSCALE, WINED3D_TSS_BUMPENV_MAT00, WINED3D_TSS_BUMPENV_MAT01, WINED3D_TSS_BUMPENV_MAT10, WINED3D_TSS_BUMPENV_MAT11, WINED3D_TSS_COLOR_ARG0, WINED3D_TSS_COLOR_ARG1, WINED3D_TSS_COLOR_ARG2, WINED3D_TSS_COLOR_OP, WINED3D_TSS_RESULT_ARG, WINED3D_TSS_TEXCOORD_INDEX, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS, }; static const DWORD pixel_states_sampler[] = { WINED3D_SAMP_ADDRESS_U, WINED3D_SAMP_ADDRESS_V, WINED3D_SAMP_ADDRESS_W, WINED3D_SAMP_BORDER_COLOR, WINED3D_SAMP_MAG_FILTER, WINED3D_SAMP_MIN_FILTER, WINED3D_SAMP_MIP_FILTER, WINED3D_SAMP_MIPMAP_LOD_BIAS, WINED3D_SAMP_MAX_MIP_LEVEL, WINED3D_SAMP_MAX_ANISOTROPY, WINED3D_SAMP_SRGB_TEXTURE, WINED3D_SAMP_ELEMENT_INDEX, }; static const DWORD vertex_states_render[] = { WINED3D_RS_ADAPTIVETESS_W, WINED3D_RS_ADAPTIVETESS_X, WINED3D_RS_ADAPTIVETESS_Y, WINED3D_RS_ADAPTIVETESS_Z, WINED3D_RS_AMBIENT, WINED3D_RS_AMBIENTMATERIALSOURCE, WINED3D_RS_CLIPPING, WINED3D_RS_CLIPPLANEENABLE, WINED3D_RS_COLORVERTEX, WINED3D_RS_CULLMODE, WINED3D_RS_DIFFUSEMATERIALSOURCE, WINED3D_RS_EMISSIVEMATERIALSOURCE, WINED3D_RS_ENABLEADAPTIVETESSELLATION, WINED3D_RS_FOGCOLOR, WINED3D_RS_FOGDENSITY, WINED3D_RS_FOGENABLE, WINED3D_RS_FOGEND, WINED3D_RS_FOGSTART, WINED3D_RS_FOGTABLEMODE, WINED3D_RS_FOGVERTEXMODE, WINED3D_RS_INDEXEDVERTEXBLENDENABLE, WINED3D_RS_LIGHTING, WINED3D_RS_LOCALVIEWER, WINED3D_RS_MAXTESSELLATIONLEVEL, WINED3D_RS_MINTESSELLATIONLEVEL, WINED3D_RS_MULTISAMPLEANTIALIAS, WINED3D_RS_MULTISAMPLEMASK, WINED3D_RS_NORMALDEGREE, WINED3D_RS_NORMALIZENORMALS, WINED3D_RS_PATCHEDGESTYLE, WINED3D_RS_POINTSCALE_A, WINED3D_RS_POINTSCALE_B, WINED3D_RS_POINTSCALE_C, WINED3D_RS_POINTSCALEENABLE, WINED3D_RS_POINTSIZE, WINED3D_RS_POINTSIZE_MAX, WINED3D_RS_POINTSIZE_MIN, WINED3D_RS_POINTSPRITEENABLE, WINED3D_RS_POSITIONDEGREE, WINED3D_RS_RANGEFOGENABLE, WINED3D_RS_SHADEMODE, WINED3D_RS_SPECULARENABLE, WINED3D_RS_SPECULARMATERIALSOURCE, WINED3D_RS_TWEENFACTOR, WINED3D_RS_VERTEXBLEND, }; static const DWORD vertex_states_texture[] = { WINED3D_TSS_TEXCOORD_INDEX, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS, }; static const DWORD vertex_states_sampler[] = { WINED3D_SAMP_DMAP_OFFSET, }; /* Allocates the correct amount of space for pixel and vertex shader constants, * along with their set/changed flags on the given stateblock object */ static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object) { struct wined3d_device *device = object->device; /* Allocate space for floating point constants */ object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * device->d3d_pshader_constantF * 4); if (!object->state.ps_consts_f) goto fail; object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * device->d3d_pshader_constantF); if (!object->changed.pixelShaderConstantsF) goto fail; object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * device->d3d_vshader_constantF * 4); if (!object->state.vs_consts_f) goto fail; object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * device->d3d_vshader_constantF); if (!object->changed.vertexShaderConstantsF) goto fail; object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * device->d3d_vshader_constantF); if (!object->contained_vs_consts_f) goto fail; object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * device->d3d_pshader_constantF); if (!object->contained_ps_consts_f) goto fail; return WINED3D_OK; fail: ERR("Failed to allocate memory\n"); HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f); HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF); HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f); HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF); HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f); HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f); return E_OUTOFMEMORY; } static inline void stateblock_set_bits(DWORD *map, UINT map_size) { DWORD mask = (1 << (map_size & 0x1f)) - 1; memset(map, 0xff, (map_size >> 5) * sizeof(*map)); if (mask) map[map_size >> 5] = mask; } /* Set all members of a stateblock savedstate to the given value */ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts) { unsigned int i; /* Single values */ states->primitive_type = 1; states->indices = 1; states->material = 1; states->viewport = 1; states->vertexDecl = 1; states->pixelShader = 1; states->vertexShader = 1; states->scissorRect = 1; /* Fixed size arrays */ states->streamSource = 0xffff; states->streamFreq = 0xffff; states->textures = 0xfffff; stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1); stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1); for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff; for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe; states->clipplane = 0xffffffff; states->pixelShaderConstantsB = 0xffff; states->pixelShaderConstantsI = 0xffff; states->vertexShaderConstantsB = 0xffff; states->vertexShaderConstantsI = 0xffff; /* Dynamically sized arrays */ memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts); memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts); } static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants) { DWORD texture_mask = 0; WORD sampler_mask = 0; unsigned int i; states->pixelShader = 1; for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i) { DWORD rs = pixel_states_render[i]; states->renderState[rs >> 5] |= 1 << (rs & 0x1f); } for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i) texture_mask |= 1 << pixel_states_texture[i]; for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i) sampler_mask |= 1 << pixel_states_sampler[i]; for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; states->pixelShaderConstantsB = 0xffff; states->pixelShaderConstantsI = 0xffff; memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants); } static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants) { DWORD texture_mask = 0; WORD sampler_mask = 0; unsigned int i; states->vertexDecl = 1; states->vertexShader = 1; for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i) { DWORD rs = vertex_states_render[i]; states->renderState[rs >> 5] |= 1 << (rs & 0x1f); } for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i) texture_mask |= 1 << vertex_states_texture[i]; for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i) sampler_mask |= 1 << vertex_states_sampler[i]; for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; states->vertexShaderConstantsB = 0xffff; states->vertexShaderConstantsI = 0xffff; memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants); } void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) { struct wined3d_device *device = stateblock->device; unsigned int i, j; for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i) { DWORD map = stateblock->changed.renderState[i]; for (j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j; ++stateblock->num_contained_render_states; } } for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i) { DWORD map = stateblock->changed.transform[i]; for (j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j; ++stateblock->num_contained_transform_states; } } for (i = 0; i < device->d3d_vshader_constantF; ++i) { if (stateblock->changed.vertexShaderConstantsF[i]) { stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i; ++stateblock->num_contained_vs_consts_f; } } for (i = 0; i < MAX_CONST_I; ++i) { if (stateblock->changed.vertexShaderConstantsI & (1 << i)) { stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i; ++stateblock->num_contained_vs_consts_i; } } for (i = 0; i < MAX_CONST_B; ++i) { if (stateblock->changed.vertexShaderConstantsB & (1 << i)) { stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i; ++stateblock->num_contained_vs_consts_b; } } for (i = 0; i < device->d3d_pshader_constantF; ++i) { if (stateblock->changed.pixelShaderConstantsF[i]) { stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i; ++stateblock->num_contained_ps_consts_f; } } for (i = 0; i < MAX_CONST_I; ++i) { if (stateblock->changed.pixelShaderConstantsI & (1 << i)) { stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i; ++stateblock->num_contained_ps_consts_i; } } for (i = 0; i < MAX_CONST_B; ++i) { if (stateblock->changed.pixelShaderConstantsB & (1 << i)) { stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i; ++stateblock->num_contained_ps_consts_b; } } for (i = 0; i < MAX_TEXTURES; ++i) { DWORD map = stateblock->changed.textureState[i]; for(j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i; stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j; ++stateblock->num_contained_tss_states; } } for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { DWORD map = stateblock->changed.samplerState[i]; for (j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i; stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j; ++stateblock->num_contained_sampler_states; } } } static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map) { unsigned int i; for (i = 0; i < LIGHTMAP_SIZE; ++i) { const struct wined3d_light_info *src_light; LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry) { struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light)); *dst_light = *src_light; list_add_tail(&stateblock->state.light_map[i], &dst_light->entry); } } } ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock) { ULONG refcount = InterlockedIncrement(&stateblock->ref); TRACE("%p increasing refcount to %u.\n", stateblock, refcount); return refcount; } void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) { struct wined3d_state *state = &stateblock->state; struct wined3d_vertex_declaration *decl; struct wined3d_sampler *sampler; struct wined3d_texture *texture; struct wined3d_buffer *buffer; struct wined3d_shader *shader; unsigned int i; if ((decl = state->vertex_declaration)) { state->vertex_declaration = NULL; wined3d_vertex_declaration_decref(decl); } for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { if ((texture = state->textures[i])) { state->textures[i] = NULL; wined3d_texture_decref(texture); } } for (i = 0; i < MAX_STREAM_OUT; ++i) { if ((buffer = state->stream_output[i].buffer)) { state->stream_output[i].buffer = NULL; wined3d_buffer_decref(buffer); } } for (i = 0; i < MAX_STREAMS; ++i) { if ((buffer = state->streams[i].buffer)) { state->streams[i].buffer = NULL; wined3d_buffer_decref(buffer); } } if ((buffer = state->index_buffer)) { state->index_buffer = NULL; wined3d_buffer_decref(buffer); } if ((shader = state->vertex_shader)) { state->vertex_shader = NULL; wined3d_shader_decref(shader); } for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i) { if ((buffer = state->vs_cb[i])) { state->vs_cb[i] = NULL; wined3d_buffer_decref(buffer); } } for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i) { if ((sampler = state->vs_sampler[i])) { state->vs_sampler[i] = NULL; wined3d_sampler_decref(sampler); } } if ((shader = state->geometry_shader)) { state->geometry_shader = NULL; wined3d_shader_decref(shader); } for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i) { if ((buffer = state->gs_cb[i])) { state->gs_cb[i] = NULL; wined3d_buffer_decref(buffer); } } for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i) { if ((sampler = state->gs_sampler[i])) { state->gs_sampler[i] = NULL; wined3d_sampler_decref(sampler); } } if ((shader = state->pixel_shader)) { state->pixel_shader = NULL; wined3d_shader_decref(shader); } for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i) { if ((sampler = state->ps_sampler[i])) { state->ps_sampler[i] = NULL; wined3d_sampler_decref(sampler); } } for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i) { if ((buffer = state->ps_cb[i])) { state->ps_cb[i] = NULL; wined3d_buffer_decref(buffer); } } } ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock) { ULONG refcount = InterlockedDecrement(&stateblock->ref); TRACE("%p decreasing refcount to %u\n", stateblock, refcount); if (!refcount) { int counter; stateblock_unbind_resources(stateblock); for (counter = 0; counter < LIGHTMAP_SIZE; ++counter) { struct list *e1, *e2; LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter]) { struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry); list_remove(&light->entry); HeapFree(GetProcessHeap(), 0, light); } } HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f); HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF); HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f); HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF); HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f); HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f); HeapFree(GetProcessHeap(), 0, stateblock); } return refcount; } static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state) { 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, &dst_state->light_map[i]) { BOOL updated = FALSE; struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight; /* Look up the light in the destination */ LIST_FOR_EACH(f, &src_state->light_map[i]) { realLight = LIST_ENTRY(f, struct wined3d_light_info, entry); if (realLight->OriginalIndex == src->OriginalIndex) { src->OriginalParms = realLight->OriginalParms; if (realLight->glIndex == -1 && src->glIndex != -1) { /* Light disabled */ dst_state->lights[src->glIndex] = NULL; } else if (realLight->glIndex != -1 && src->glIndex == -1) { /* Light enabled */ dst_state->lights[realLight->glIndex] = src; } src->glIndex = realLight->glIndex; updated = TRUE; break; } } if (!updated) { /* This can happen if the light was originally created as a * default light for SetLightEnable() while recording. */ WARN("Light %u in dst_state %p does not exist in src_state %p.\n", src->OriginalIndex, dst_state, src_state); src->OriginalParms = WINED3D_default_light; if (src->glIndex != -1) { dst_state->lights[src->glIndex] = NULL; src->glIndex = -1; } } } } } void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock) { const struct wined3d_state *src_state = &stateblock->device->stateBlock->state; unsigned int i; DWORD map; TRACE("stateblock %p.\n", stateblock); TRACE("Capturing state %p.\n", src_state); if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader) { TRACE("Updating vertex shader from %p to %p\n", stateblock->state.vertex_shader, src_state->vertex_shader); if (src_state->vertex_shader) wined3d_shader_incref(src_state->vertex_shader); if (stateblock->state.vertex_shader) wined3d_shader_decref(stateblock->state.vertex_shader); stateblock->state.vertex_shader = src_state->vertex_shader; } /* Vertex shader float constants. */ for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) { unsigned int idx = stateblock->contained_vs_consts_f[i]; TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx, src_state->vs_consts_f[idx * 4 + 0], src_state->vs_consts_f[idx * 4 + 1], src_state->vs_consts_f[idx * 4 + 2], src_state->vs_consts_f[idx * 4 + 3]); stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0]; stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1]; stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2]; stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3]; } /* Vertex shader integer constants. */ for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) { unsigned int idx = stateblock->contained_vs_consts_i[i]; TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx, src_state->vs_consts_i[idx * 4 + 0], src_state->vs_consts_i[idx * 4 + 1], src_state->vs_consts_i[idx * 4 + 2], src_state->vs_consts_i[idx * 4 + 3]); stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0]; stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1]; stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2]; stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3]; } /* Vertex shader boolean constants. */ for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) { unsigned int idx = stateblock->contained_vs_consts_b[i]; TRACE("Setting vs_consts_b[%u] to %s.\n", idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE"); stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx]; } /* Pixel shader float constants. */ for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) { unsigned int idx = stateblock->contained_ps_consts_f[i]; TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx, src_state->ps_consts_f[idx * 4 + 0], src_state->ps_consts_f[idx * 4 + 1], src_state->ps_consts_f[idx * 4 + 2], src_state->ps_consts_f[idx * 4 + 3]); stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0]; stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1]; stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2]; stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3]; } /* Pixel shader integer constants. */ for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) { unsigned int idx = stateblock->contained_ps_consts_i[i]; TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx, src_state->ps_consts_i[idx * 4 + 0], src_state->ps_consts_i[idx * 4 + 1], src_state->ps_consts_i[idx * 4 + 2], src_state->ps_consts_i[idx * 4 + 3]); stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0]; stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1]; stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2]; stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3]; } /* Pixel shader boolean constants. */ for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) { unsigned int idx = stateblock->contained_ps_consts_b[i]; TRACE("Setting ps_consts_b[%u] to %s.\n", idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE"); stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx]; } /* Others + Render & Texture */ for (i = 0; i < stateblock->num_contained_transform_states; ++i) { enum wined3d_transform_state transform = stateblock->contained_transform_states[i]; TRACE("Updating transform %#x.\n", transform); stateblock->state.transforms[transform] = src_state->transforms[transform]; } if (stateblock->changed.primitive_type) stateblock->state.gl_primitive_type = src_state->gl_primitive_type; if (stateblock->changed.indices && ((stateblock->state.index_buffer != src_state->index_buffer) || (stateblock->state.base_vertex_index != src_state->base_vertex_index) || (stateblock->state.index_format != src_state->index_format))) { TRACE("Updating index buffer to %p, base vertex index to %d.\n", src_state->index_buffer, src_state->base_vertex_index); if (src_state->index_buffer) wined3d_buffer_incref(src_state->index_buffer); if (stateblock->state.index_buffer) wined3d_buffer_decref(stateblock->state.index_buffer); stateblock->state.index_buffer = src_state->index_buffer; stateblock->state.base_vertex_index = src_state->base_vertex_index; stateblock->state.index_format = src_state->index_format; } if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration) { TRACE("Updating vertex declaration from %p to %p.\n", stateblock->state.vertex_declaration, src_state->vertex_declaration); if (src_state->vertex_declaration) wined3d_vertex_declaration_incref(src_state->vertex_declaration); if (stateblock->state.vertex_declaration) wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration); stateblock->state.vertex_declaration = src_state->vertex_declaration; } if (stateblock->changed.material && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material))) { TRACE("Updating material.\n"); stateblock->state.material = src_state->material; } if (stateblock->changed.viewport && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport))) { TRACE("Updating viewport.\n"); stateblock->state.viewport = src_state->viewport; } if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect, &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect))) { TRACE("Updating scissor rect.\n"); stateblock->state.scissor_rect = src_state->scissor_rect; } map = stateblock->changed.streamSource; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (stateblock->state.streams[i].stride != src_state->streams[i].stride || stateblock->state.streams[i].buffer != src_state->streams[i].buffer) { TRACE("Updating stream source %u to %p, stride to %u.\n", i, src_state->streams[i].buffer, src_state->streams[i].stride); stateblock->state.streams[i].stride = src_state->streams[i].stride; if (src_state->streams[i].buffer) wined3d_buffer_incref(src_state->streams[i].buffer); if (stateblock->state.streams[i].buffer) wined3d_buffer_decref(stateblock->state.streams[i].buffer); stateblock->state.streams[i].buffer = src_state->streams[i].buffer; } } map = stateblock->changed.streamFreq; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency || stateblock->state.streams[i].flags != src_state->streams[i].flags) { TRACE("Updating stream frequency %u to %u flags to %#x.\n", i, src_state->streams[i].frequency, src_state->streams[i].flags); stateblock->state.streams[i].frequency = src_state->streams[i].frequency; stateblock->state.streams[i].flags = src_state->streams[i].flags; } } map = stateblock->changed.clipplane; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i]))) { TRACE("Updating clipplane %u.\n", i); stateblock->state.clip_planes[i] = src_state->clip_planes[i]; } } /* Render */ for (i = 0; i < stateblock->num_contained_render_states; ++i) { enum wined3d_render_state rs = stateblock->contained_render_states[i]; TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]); stateblock->state.render_states[rs] = src_state->render_states[rs]; } /* Texture states */ for (i = 0; i < stateblock->num_contained_tss_states; ++i) { DWORD stage = stateblock->contained_tss_states[i].stage; DWORD state = stateblock->contained_tss_states[i].state; TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state, src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]); stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state]; } /* Samplers */ map = stateblock->changed.textures; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; TRACE("Updating texture %u to %p (was %p).\n", i, src_state->textures[i], stateblock->state.textures[i]); if (src_state->textures[i]) wined3d_texture_incref(src_state->textures[i]); if (stateblock->state.textures[i]) wined3d_texture_decref(stateblock->state.textures[i]); stateblock->state.textures[i] = src_state->textures[i]; } for (i = 0; i < stateblock->num_contained_sampler_states; ++i) { DWORD stage = stateblock->contained_sampler_states[i].stage; DWORD state = stateblock->contained_sampler_states[i].state; TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state, src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]); stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state]; } if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader) { if (src_state->pixel_shader) wined3d_shader_incref(src_state->pixel_shader); if (stateblock->state.pixel_shader) wined3d_shader_decref(stateblock->state.pixel_shader); stateblock->state.pixel_shader = src_state->pixel_shader; } wined3d_state_record_lights(&stateblock->state, src_state); TRACE("Capture done.\n"); } static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state) { UINT i; for (i = 0; i < LIGHTMAP_SIZE; ++i) { struct list *e; LIST_FOR_EACH(e, &state->light_map[i]) { const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry); wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms); wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1); } } } void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) { struct wined3d_device *device = stateblock->device; unsigned int i; DWORD map; TRACE("Applying stateblock %p to device %p.\n", stateblock, device); if (stateblock->changed.vertexShader) wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader); /* Vertex Shader Constants. */ for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) { wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i], stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1); } for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) { wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i], stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1); } for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) { wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i], stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1); } apply_lights(device, &stateblock->state); if (stateblock->changed.pixelShader) wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader); /* Pixel Shader Constants. */ for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) { wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i], stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1); } for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) { wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i], stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1); } for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) { wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i], stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1); } /* Render states. */ for (i = 0; i < stateblock->num_contained_render_states; ++i) { wined3d_device_set_render_state(device, stateblock->contained_render_states[i], stateblock->state.render_states[stateblock->contained_render_states[i]]); } /* Texture states. */ for (i = 0; i < stateblock->num_contained_tss_states; ++i) { DWORD stage = stateblock->contained_tss_states[i].stage; DWORD state = stateblock->contained_tss_states[i].state; wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]); } /* Sampler states. */ for (i = 0; i < stateblock->num_contained_sampler_states; ++i) { DWORD stage = stateblock->contained_sampler_states[i].stage; DWORD state = stateblock->contained_sampler_states[i].state; DWORD value = stateblock->state.sampler_states[stage][state]; if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS; wined3d_device_set_sampler_state(device, stage, state, value); } /* Transform states. */ for (i = 0; i < stateblock->num_contained_transform_states; ++i) { wined3d_device_set_transform(device, stateblock->contained_transform_states[i], &stateblock->state.transforms[stateblock->contained_transform_states[i]]); } if (stateblock->changed.primitive_type) { stateblock->device->updateStateBlock->changed.primitive_type = TRUE; stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type; } if (stateblock->changed.indices) { wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format); wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index); } if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration) wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration); if (stateblock->changed.material) wined3d_device_set_material(device, &stateblock->state.material); if (stateblock->changed.viewport) wined3d_device_set_viewport(device, &stateblock->state.viewport); if (stateblock->changed.scissorRect) wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect); map = stateblock->changed.streamSource; for (i = 0; map; map >>= 1, ++i) { if (map & 1) wined3d_device_set_stream_source(device, i, stateblock->state.streams[i].buffer, 0, stateblock->state.streams[i].stride); } map = stateblock->changed.streamFreq; for (i = 0; map; map >>= 1, ++i) { if (map & 1) wined3d_device_set_stream_source_freq(device, i, stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags); } map = stateblock->changed.textures; for (i = 0; map; map >>= 1, ++i) { DWORD stage; if (!(map & 1)) continue; stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS; wined3d_device_set_texture(device, stage, stateblock->state.textures[i]); } map = stateblock->changed.clipplane; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]); } stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1; for (i = 0; i < MAX_TEXTURES - 1; ++i) { if (stateblock->device->stateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE) { stateblock->device->stateBlock->state.lowest_disabled_stage = i; break; } } TRACE("Applied stateblock %p.\n", stateblock); } void stateblock_init_default_state(struct wined3d_stateblock *stateblock) { struct wined3d_device *device = stateblock->device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_state *state = &stateblock->state; union { struct wined3d_line_pattern lp; DWORD d; } lp; union { float f; DWORD d; } tmpfloat; unsigned int i; struct wined3d_swapchain *swapchain; struct wined3d_surface *backbuffer; static const struct wined3d_matrix identity = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }}}; TRACE("stateblock %p.\n", stateblock); memset(stateblock->changed.pixelShaderConstantsF, 0, device->d3d_pshader_constantF * sizeof(BOOL)); memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL)); /* Set some of the defaults for lights, transforms etc */ state->transforms[WINED3D_TS_PROJECTION] = identity; state->transforms[WINED3D_TS_VIEW] = identity; for (i = 0; i < 256; ++i) { state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity; } state->fb = &device->fb; TRACE("Render states\n"); /* Render states: */ if (device->auto_depth_stencil) state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE; else state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE; state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID; state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD; lp.lp.repeat_factor = 0; lp.lp.line_pattern = 0; state->render_states[WINED3D_RS_LINEPATTERN] = lp.d; state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE; state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE; state->render_states[WINED3D_RS_LASTPIXEL] = TRUE; state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE; state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO; state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW; state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL; state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS; state->render_states[WINED3D_RS_ALPHAREF] = 0; state->render_states[WINED3D_RS_DITHERENABLE] = FALSE; state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE; state->render_states[WINED3D_RS_FOGENABLE] = FALSE; state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE; state->render_states[WINED3D_RS_ZVISIBLE] = 0; state->render_states[WINED3D_RS_FOGCOLOR] = 0; state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE; tmpfloat.f = 0.0f; state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d; tmpfloat.f = 1.0f; state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d; tmpfloat.f = 1.0f; state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d; state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE; state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE; state->render_states[WINED3D_RS_STENCILENABLE] = FALSE; state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; state->render_states[WINED3D_RS_STENCILREF] = 0; state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff; state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS; state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff; state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff; state->render_states[WINED3D_RS_WRAP0] = 0; state->render_states[WINED3D_RS_WRAP1] = 0; state->render_states[WINED3D_RS_WRAP2] = 0; state->render_states[WINED3D_RS_WRAP3] = 0; state->render_states[WINED3D_RS_WRAP4] = 0; state->render_states[WINED3D_RS_WRAP5] = 0; state->render_states[WINED3D_RS_WRAP6] = 0; state->render_states[WINED3D_RS_WRAP7] = 0; state->render_states[WINED3D_RS_CLIPPING] = TRUE; state->render_states[WINED3D_RS_LIGHTING] = TRUE; state->render_states[WINED3D_RS_AMBIENT] = 0; state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE; state->render_states[WINED3D_RS_COLORVERTEX] = TRUE; state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE; state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE; state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1; state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2; state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL; state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL; state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE; state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0; state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE; tmpfloat.f = 1.0f; state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d; tmpfloat.f = 1.0f; state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d; state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE; state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE; tmpfloat.f = 1.0f; state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d; tmpfloat.f = 0.0f; state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d; tmpfloat.f = 0.0f; state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d; state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE; state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff; state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE; tmpfloat.f = 1.0f; state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d; state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe; tmpfloat.f = gl_info->limits.pointsize_max; state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d; state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE; state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f; tmpfloat.f = 0.0f; state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d; state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD; state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC; state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR; /* states new in d3d9 */ state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE; state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0; tmpfloat.f = 1.0f; state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d; state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d; state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE; tmpfloat.f = 0.0f; state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d; state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d; tmpfloat.f = 1.0f; state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d; tmpfloat.f = 0.0f; state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d; state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE; state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE; state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS; state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f; state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f; state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f; state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff; state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0; state->render_states[WINED3D_RS_DEPTHBIAS] = 0; state->render_states[WINED3D_RS_WRAP8] = 0; state->render_states[WINED3D_RS_WRAP9] = 0; state->render_states[WINED3D_RS_WRAP10] = 0; state->render_states[WINED3D_RS_WRAP11] = 0; state->render_states[WINED3D_RS_WRAP12] = 0; state->render_states[WINED3D_RS_WRAP13] = 0; state->render_states[WINED3D_RS_WRAP14] = 0; state->render_states[WINED3D_RS_WRAP15] = 0; state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE; state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE; state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO; state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD; /* 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 %u.\n", i); state->transforms[WINED3D_TS_TEXTURE0 + i] = identity; state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE; state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE; state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT; state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1; state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE; state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT; state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0; state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0; state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0; state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0; state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i; state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0; state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0; state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE; state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT; state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT; state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT; } state->lowest_disabled_stage = 1; /* Sampler states*/ for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i) { TRACE("Setting up default samplers states for sampler %u.\n", i); state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP; state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP; state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP; state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0; state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT; state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT; state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE; state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0; state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0; state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1; state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0; /* TODO: Indicates which element of a multielement texture to use. */ state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0; /* TODO: Vertex offset in the presampled displacement map. */ state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0; } for (i = 0; i < gl_info->limits.textures; ++i) { state->textures[i] = NULL; } /* check the return values, because the GetBackBuffer call isn't valid for ddraw */ if ((swapchain = wined3d_device_get_swapchain(device, 0))) { if ((backbuffer = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3D_BACKBUFFER_TYPE_MONO))) { struct wined3d_resource_desc desc; wined3d_resource_get_desc(&backbuffer->resource, &desc); /* Set the default scissor rect values */ state->scissor_rect.left = 0; state->scissor_rect.right = desc.width; state->scissor_rect.top = 0; state->scissor_rect.bottom = desc.height; } /* Set the default viewport */ state->viewport.x = 0; state->viewport.y = 0; state->viewport.width = swapchain->desc.backbuffer_width; state->viewport.height = swapchain->desc.backbuffer_height; state->viewport.min_z = 0.0f; state->viewport.max_z = 1.0f; } TRACE("Done.\n"); } static HRESULT stateblock_init(struct wined3d_stateblock *stateblock, struct wined3d_device *device, enum wined3d_stateblock_type type) { unsigned int i; HRESULT hr; stateblock->ref = 1; stateblock->device = device; for (i = 0; i < LIGHTMAP_SIZE; i++) { list_init(&stateblock->state.light_map[i]); } hr = stateblock_allocate_shader_constants(stateblock); if (FAILED(hr)) return hr; /* The WINED3D_SBT_INIT stateblock type is used during initialization to * produce a placeholder stateblock so other functions called can update a * state block. */ if (type == WINED3D_SBT_INIT || type == WINED3D_SBT_RECORDED) return WINED3D_OK; TRACE("Updating changed flags appropriate for type %#x.\n", type); switch (type) { case WINED3D_SBT_ALL: stateblock_init_lights(stateblock, device->stateBlock->state.light_map); stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF, device->d3d_pshader_constantF); break; case WINED3D_SBT_PIXEL_STATE: stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF); break; case WINED3D_SBT_VERTEX_STATE: stateblock_init_lights(stateblock, device->stateBlock->state.light_map); stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF); break; default: FIXME("Unrecognized state block type %#x.\n", type); break; } stateblock_init_contained_states(stateblock); wined3d_stateblock_capture(stateblock); return WINED3D_OK; } HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device, enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock) { struct wined3d_stateblock *object; HRESULT hr; TRACE("device %p, type %#x, stateblock %p.\n", device, type, stateblock); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) return E_OUTOFMEMORY; hr = stateblock_init(object, device, type); if (FAILED(hr)) { WARN("Failed to initialize stateblock, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created stateblock %p.\n", object); *stateblock = object; return WINED3D_OK; }