/* * 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_BLENDOP, WINED3D_RS_BLENDOPALPHA, WINED3D_RS_BACK_STENCILFAIL, WINED3D_RS_BACK_STENCILPASS, WINED3D_RS_BACK_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, }; static inline void stateblock_set_bits(DWORD *map, UINT map_size) { DWORD mask = (1u << (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->indices = 1; states->material = 1; states->viewport = 1; states->vertexDecl = 1; states->pixelShader = 1; states->vertexShader = 1; states->scissorRect = 1; states->blend_state = 1; /* Fixed size arrays */ states->streamSource = 0xffff; states->streamFreq = 0xffff; states->textures = 0xfffff; stateblock_set_bits(states->transform, WINED3D_HIGHEST_TRANSFORM_STATE + 1); stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1); for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff; for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe; states->clipplane = (1u << WINED3D_MAX_CLIP_DISTANCES) - 1; states->pixelShaderConstantsB = 0xffff; states->pixelShaderConstantsI = 0xffff; states->vertexShaderConstantsB = 0xffff; states->vertexShaderConstantsI = 0xffff; /* Dynamically sized arrays */ memset(states->ps_consts_f, TRUE, sizeof(BOOL) * ps_consts); memset(states->vs_consts_f, 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; states->blend_state = 1; for (i = 0; i < ARRAY_SIZE(pixel_states_render); ++i) { DWORD rs = pixel_states_render[i]; states->renderState[rs >> 5] |= 1u << (rs & 0x1f); } for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i) texture_mask |= 1u << pixel_states_texture[i]; for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i) sampler_mask |= 1u << pixel_states_sampler[i]; for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; states->pixelShaderConstantsB = 0xffff; states->pixelShaderConstantsI = 0xffff; memset(states->ps_consts_f, 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 < ARRAY_SIZE(vertex_states_render); ++i) { DWORD rs = vertex_states_render[i]; states->renderState[rs >> 5] |= 1u << (rs & 0x1f); } for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i) texture_mask |= 1u << vertex_states_texture[i]; for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i) sampler_mask |= 1u << vertex_states_sampler[i]; for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; states->vertexShaderConstantsB = 0xffff; states->vertexShaderConstantsI = 0xffff; memset(states->vs_consts_f, TRUE, sizeof(BOOL) * num_constants); } void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) { const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info; 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 <= WINED3D_HIGHEST_TRANSFORM_STATE >> 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 < d3d_info->limits.vs_uniform_count; ++i) { if (stateblock->changed.vs_consts_f[i]) { stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i; ++stateblock->num_contained_vs_consts_f; } } for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i) { if (stateblock->changed.vertexShaderConstantsI & (1u << i)) { stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i; ++stateblock->num_contained_vs_consts_i; } } for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i) { if (stateblock->changed.vertexShaderConstantsB & (1u << i)) { stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i; ++stateblock->num_contained_vs_consts_b; } } for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i) { if (stateblock->changed.ps_consts_f[i]) { stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i; ++stateblock->num_contained_ps_consts_f; } } for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i) { if (stateblock->changed.pixelShaderConstantsI & (1u << i)) { stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i; ++stateblock->num_contained_ps_consts_i; } } for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i) { if (stateblock->changed.pixelShaderConstantsB & (1u << i)) { stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i; ++stateblock->num_contained_ps_consts_b; } } for (i = 0; i < WINED3D_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 < WINED3D_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 list *dst_map, struct list *src_map) { unsigned int i; for (i = 0; i < LIGHTMAP_SIZE; ++i) { const struct wined3d_light_info *src_light; LIST_FOR_EACH_ENTRY(src_light, &src_map[i], struct wined3d_light_info, entry) { struct wined3d_light_info *dst_light = heap_alloc(sizeof(*dst_light)); *dst_light = *src_light; list_add_tail(&dst_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 state_unbind_resources(struct wined3d_state *state) { struct wined3d_unordered_access_view *uav; struct wined3d_shader_resource_view *srv; struct wined3d_vertex_declaration *decl; struct wined3d_sampler *sampler; struct wined3d_texture *texture; struct wined3d_buffer *buffer; struct wined3d_shader *shader; unsigned int i, j; if ((decl = state->vertex_declaration)) { state->vertex_declaration = NULL; wined3d_vertex_declaration_decref(decl); } for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { if ((texture = state->textures[i])) { state->textures[i] = NULL; wined3d_texture_decref(texture); } } for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i) { if ((buffer = state->stream_output[i].buffer)) { state->stream_output[i].buffer = NULL; wined3d_buffer_decref(buffer); } } for (i = 0; i < WINED3D_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); } for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { if ((shader = state->shader[i])) { state->shader[i] = NULL; wined3d_shader_decref(shader); } for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j) { if ((buffer = state->cb[i][j])) { state->cb[i][j] = NULL; wined3d_buffer_decref(buffer); } } for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j) { if ((sampler = state->sampler[i][j])) { state->sampler[i][j] = NULL; wined3d_sampler_decref(sampler); } } for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j) { if ((srv = state->shader_resource_view[i][j])) { state->shader_resource_view[i][j] = NULL; wined3d_shader_resource_view_decref(srv); } } } for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i) { for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j) { if ((uav = state->unordered_access_view[i][j])) { state->unordered_access_view[i][j] = NULL; wined3d_unordered_access_view_decref(uav); } } } } void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state) { struct wined3d_light_info *light, *cursor; struct wined3d_vertex_declaration *decl; 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 < WINED3D_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->vs)) { state->vs = NULL; wined3d_shader_decref(shader); } if ((shader = state->ps)) { state->ps = NULL; wined3d_shader_decref(shader); } for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { if ((texture = state->textures[i])) { state->textures[i] = NULL; wined3d_texture_decref(texture); } } for (i = 0; i < LIGHTMAP_SIZE; ++i) { LIST_FOR_EACH_ENTRY_SAFE(light, cursor, &state->light_state.light_map[i], struct wined3d_light_info, entry) { list_remove(&light->entry); heap_free(light); } } } void state_cleanup(struct wined3d_state *state) { unsigned int counter; if (!(state->flags & WINED3D_STATE_NO_REF)) state_unbind_resources(state); for (counter = 0; counter < WINED3D_MAX_ACTIVE_LIGHTS; ++counter) { state->light_state.lights[counter] = NULL; } for (counter = 0; counter < LIGHTMAP_SIZE; ++counter) { struct list *e1, *e2; LIST_FOR_EACH_SAFE(e1, e2, &state->light_state.light_map[counter]) { struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry); list_remove(&light->entry); heap_free(light); } } } 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) { wined3d_stateblock_state_cleanup(&stateblock->stateblock_state); heap_free(stateblock); } return refcount; } struct wined3d_light_info *wined3d_light_state_get_light(const struct wined3d_light_state *state, unsigned int idx) { struct wined3d_light_info *light_info; unsigned int hash_idx; hash_idx = LIGHTMAP_HASHFUNC(idx); LIST_FOR_EACH_ENTRY(light_info, &state->light_map[hash_idx], struct wined3d_light_info, entry) { if (light_info->OriginalIndex == idx) return light_info; } return NULL; } HRESULT wined3d_light_state_set_light(struct wined3d_light_state *state, DWORD light_idx, const struct wined3d_light *params, struct wined3d_light_info **light_info) { struct wined3d_light_info *object; unsigned int hash_idx; if (!(object = wined3d_light_state_get_light(state, light_idx))) { TRACE("Adding new light.\n"); if (!(object = heap_alloc_zero(sizeof(*object)))) { ERR("Failed to allocate light info.\n"); return E_OUTOFMEMORY; } hash_idx = LIGHTMAP_HASHFUNC(light_idx); list_add_head(&state->light_map[hash_idx], &object->entry); object->glIndex = -1; object->OriginalIndex = light_idx; } object->OriginalParms = *params; *light_info = object; return WINED3D_OK; } void wined3d_light_state_enable_light(struct wined3d_light_state *state, const struct wined3d_d3d_info *d3d_info, struct wined3d_light_info *light_info, BOOL enable) { unsigned int light_count, i; if (!(light_info->enabled = enable)) { if (light_info->glIndex == -1) { TRACE("Light already disabled, nothing to do.\n"); return; } state->lights[light_info->glIndex] = NULL; light_info->glIndex = -1; return; } if (light_info->glIndex != -1) { TRACE("Light already enabled, nothing to do.\n"); return; } /* Find a free light. */ light_count = d3d_info->limits.active_light_count; for (i = 0; i < light_count; ++i) { if (state->lights[i]) continue; state->lights[i] = light_info; light_info->glIndex = i; return; } /* Our tests show that Windows returns D3D_OK in this situation, even with * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. * This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns * TRUE * as well for those lights. * * TODO: Test how this affects rendering. */ WARN("Too many concurrently active lights.\n"); } static void wined3d_state_record_lights(struct wined3d_light_state *dst_state, const struct wined3d_light_state *src_state) { const struct wined3d_light_info *src; struct wined3d_light_info *dst; 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) { LIST_FOR_EACH_ENTRY(dst, &dst_state->light_map[i], struct wined3d_light_info, entry) { if ((src = wined3d_light_state_get_light(src_state, dst->OriginalIndex))) { dst->OriginalParms = src->OriginalParms; if (src->glIndex == -1 && dst->glIndex != -1) { /* Light disabled. */ dst_state->lights[dst->glIndex] = NULL; } else if (src->glIndex != -1 && dst->glIndex == -1) { /* Light enabled. */ dst_state->lights[src->glIndex] = dst; } dst->glIndex = src->glIndex; } else { /* 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", dst->OriginalIndex, dst_state, src_state); dst->OriginalParms = WINED3D_default_light; if (dst->glIndex != -1) { dst_state->lights[dst->glIndex] = NULL; dst->glIndex = -1; } } } } } void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock) { const struct wined3d_stateblock_state *state = &stateblock->device->stateblock_state; unsigned int i; DWORD map; TRACE("stateblock %p.\n", stateblock); if (stateblock->changed.vertexShader && stateblock->stateblock_state.vs != state->vs) { TRACE("Updating vertex shader from %p to %p.\n", stateblock->stateblock_state.vs, state->vs); if (state->vs) wined3d_shader_incref(state->vs); if (stateblock->stateblock_state.vs) wined3d_shader_decref(stateblock->stateblock_state.vs); stateblock->stateblock_state.vs = state->vs; } /* 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 %s.\n", idx, debug_vec4(&state->vs_consts_f[idx])); stateblock->stateblock_state.vs_consts_f[idx] = state->vs_consts_f[idx]; } /* 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_i[%u] to %s.\n", idx, debug_ivec4(&state->vs_consts_i[idx])); stateblock->stateblock_state.vs_consts_i[idx] = state->vs_consts_i[idx]; } /* 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, state->vs_consts_b[idx] ? "TRUE" : "FALSE"); stateblock->stateblock_state.vs_consts_b[idx] = 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 %s.\n", idx, debug_vec4(&state->ps_consts_f[idx])); stateblock->stateblock_state.ps_consts_f[idx] = state->ps_consts_f[idx]; } /* 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 %s.\n", idx, debug_ivec4(&state->ps_consts_i[idx])); stateblock->stateblock_state.ps_consts_i[idx] = state->ps_consts_i[idx]; } /* 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, state->ps_consts_b[idx] ? "TRUE" : "FALSE"); stateblock->stateblock_state.ps_consts_b[idx] = 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->stateblock_state.transforms[transform] = state->transforms[transform]; } if (stateblock->changed.indices && ((stateblock->stateblock_state.index_buffer != state->index_buffer) || (stateblock->stateblock_state.base_vertex_index != state->base_vertex_index) || (stateblock->stateblock_state.index_format != state->index_format))) { TRACE("Updating index buffer to %p, base vertex index to %d.\n", state->index_buffer, state->base_vertex_index); if (state->index_buffer) wined3d_buffer_incref(state->index_buffer); if (stateblock->stateblock_state.index_buffer) wined3d_buffer_decref(stateblock->stateblock_state.index_buffer); stateblock->stateblock_state.index_buffer = state->index_buffer; stateblock->stateblock_state.base_vertex_index = state->base_vertex_index; stateblock->stateblock_state.index_format = state->index_format; } if (stateblock->changed.vertexDecl && stateblock->stateblock_state.vertex_declaration != state->vertex_declaration) { TRACE("Updating vertex declaration from %p to %p.\n", stateblock->stateblock_state.vertex_declaration, state->vertex_declaration); if (state->vertex_declaration) wined3d_vertex_declaration_incref(state->vertex_declaration); if (stateblock->stateblock_state.vertex_declaration) wined3d_vertex_declaration_decref(stateblock->stateblock_state.vertex_declaration); stateblock->stateblock_state.vertex_declaration = state->vertex_declaration; } if (stateblock->changed.material && memcmp(&state->material, &stateblock->stateblock_state.material, sizeof(stateblock->stateblock_state.material))) { TRACE("Updating material.\n"); stateblock->stateblock_state.material = state->material; } if (stateblock->changed.viewport && memcmp(&state->viewport, &stateblock->stateblock_state.viewport, sizeof(state->viewport))) { TRACE("Updating viewport.\n"); stateblock->stateblock_state.viewport = state->viewport; } if (stateblock->changed.scissorRect && memcmp(&state->scissor_rect, &stateblock->stateblock_state.scissor_rect, sizeof(state->scissor_rect))) { TRACE("Updating scissor rect.\n"); stateblock->stateblock_state.scissor_rect = state->scissor_rect; } if (stateblock->changed.blend_state && memcmp(&state->blend_factor, &stateblock->stateblock_state.blend_factor, sizeof(stateblock->stateblock_state.blend_factor))) { TRACE("Updating blend factor.\n"); stateblock->stateblock_state.blend_factor = state->blend_factor; } map = stateblock->changed.streamSource; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (stateblock->stateblock_state.streams[i].stride != state->streams[i].stride || stateblock->stateblock_state.streams[i].offset != state->streams[i].offset || stateblock->stateblock_state.streams[i].buffer != state->streams[i].buffer) { TRACE("stateblock %p, stream source %u, buffer %p, stride %u, offset %u.\n", stateblock, i, state->streams[i].buffer, state->streams[i].stride, state->streams[i].offset); stateblock->stateblock_state.streams[i].stride = state->streams[i].stride; if (stateblock->changed.store_stream_offset) stateblock->stateblock_state.streams[i].offset = state->streams[i].offset; if (state->streams[i].buffer) wined3d_buffer_incref(state->streams[i].buffer); if (stateblock->stateblock_state.streams[i].buffer) wined3d_buffer_decref(stateblock->stateblock_state.streams[i].buffer); stateblock->stateblock_state.streams[i].buffer = state->streams[i].buffer; } } map = stateblock->changed.streamFreq; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (stateblock->stateblock_state.streams[i].frequency != state->streams[i].frequency || stateblock->stateblock_state.streams[i].flags != state->streams[i].flags) { TRACE("Updating stream frequency %u to %u flags to %#x.\n", i, state->streams[i].frequency, state->streams[i].flags); stateblock->stateblock_state.streams[i].frequency = state->streams[i].frequency; stateblock->stateblock_state.streams[i].flags = state->streams[i].flags; } } map = stateblock->changed.clipplane; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; if (memcmp(&stateblock->stateblock_state.clip_planes[i], &state->clip_planes[i], sizeof(state->clip_planes[i]))) { TRACE("Updating clipplane %u.\n", i); stateblock->stateblock_state.clip_planes[i] = 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, state->rs[rs]); stateblock->stateblock_state.rs[rs] = state->rs[rs]; } /* Texture states */ for (i = 0; i < stateblock->num_contained_tss_states; ++i) { DWORD stage = stateblock->contained_tss_states[i].stage; DWORD texture_state = stateblock->contained_tss_states[i].state; TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, texture_state, state->texture_states[stage][texture_state], stateblock->stateblock_state.texture_states[stage][texture_state]); stateblock->stateblock_state.texture_states[stage][texture_state] = state->texture_states[stage][texture_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, state->textures[i], stateblock->stateblock_state.textures[i]); if (state->textures[i]) wined3d_texture_incref(state->textures[i]); if (stateblock->stateblock_state.textures[i]) wined3d_texture_decref(stateblock->stateblock_state.textures[i]); stateblock->stateblock_state.textures[i] = state->textures[i]; } for (i = 0; i < stateblock->num_contained_sampler_states; ++i) { DWORD stage = stateblock->contained_sampler_states[i].stage; DWORD sampler_state = stateblock->contained_sampler_states[i].state; TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, sampler_state, state->sampler_states[stage][sampler_state], stateblock->stateblock_state.sampler_states[stage][sampler_state]); stateblock->stateblock_state.sampler_states[stage][sampler_state] = state->sampler_states[stage][sampler_state]; } if (stateblock->changed.pixelShader && stateblock->stateblock_state.ps != state->ps) { if (state->ps) wined3d_shader_incref(state->ps); if (stateblock->stateblock_state.ps) wined3d_shader_decref(stateblock->stateblock_state.ps); stateblock->stateblock_state.ps = state->ps; } wined3d_state_record_lights(&stateblock->stateblock_state.light_state, &state->light_state); TRACE("Capture done.\n"); } void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) { struct wined3d_stateblock_state *state = &stateblock->device->stateblock_state; 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) { if (stateblock->stateblock_state.vs) wined3d_shader_incref(stateblock->stateblock_state.vs); if (state->vs) wined3d_shader_decref(state->vs); state->vs = stateblock->stateblock_state.vs; wined3d_device_set_vertex_shader(device, stateblock->stateblock_state.vs); } /* Vertex Shader Constants. */ for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) { unsigned int idx = stateblock->contained_vs_consts_f[i]; state->vs_consts_f[idx] = stateblock->stateblock_state.vs_consts_f[idx]; wined3d_device_set_vs_consts_f(device, idx, 1, &stateblock->stateblock_state.vs_consts_f[idx]); } for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) { unsigned int idx = stateblock->contained_vs_consts_i[i]; state->vs_consts_i[idx] = stateblock->stateblock_state.vs_consts_i[idx]; wined3d_device_set_vs_consts_i(device, idx, 1, &stateblock->stateblock_state.vs_consts_i[idx]); } for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) { unsigned int idx = stateblock->contained_vs_consts_b[i]; state->vs_consts_b[idx] = stateblock->stateblock_state.vs_consts_b[idx]; wined3d_device_set_vs_consts_b(device, idx, 1, &stateblock->stateblock_state.vs_consts_b[idx]); } for (i = 0; i < ARRAY_SIZE(stateblock->stateblock_state.light_state.light_map); ++i) { const struct wined3d_light_info *light; struct wined3d_light_info *new_light; LIST_FOR_EACH_ENTRY(light, &stateblock->stateblock_state.light_state.light_map[i], struct wined3d_light_info, entry) { if (SUCCEEDED(wined3d_light_state_set_light(&state->light_state, light->OriginalIndex, &light->OriginalParms, &new_light))) { wined3d_light_state_enable_light(&state->light_state, &device->adapter->d3d_info, new_light, light->glIndex != -1); } wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms); wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1); } } if (stateblock->changed.pixelShader) { if (stateblock->stateblock_state.ps) wined3d_shader_incref(stateblock->stateblock_state.ps); if (state->ps) wined3d_shader_decref(state->ps); state->ps = stateblock->stateblock_state.ps; wined3d_device_set_pixel_shader(device, stateblock->stateblock_state.ps); } /* Pixel Shader Constants. */ for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) { unsigned int idx = stateblock->contained_ps_consts_f[i]; state->ps_consts_f[idx] = stateblock->stateblock_state.ps_consts_f[idx]; wined3d_device_set_ps_consts_f(device, idx, 1, &stateblock->stateblock_state.ps_consts_f[idx]); } for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) { unsigned int idx = stateblock->contained_ps_consts_i[i]; state->ps_consts_i[idx] = stateblock->stateblock_state.ps_consts_i[idx]; wined3d_device_set_ps_consts_i(device, idx, 1, &stateblock->stateblock_state.ps_consts_i[idx]); } for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) { unsigned int idx = stateblock->contained_ps_consts_b[i]; state->ps_consts_b[idx] = stateblock->stateblock_state.ps_consts_b[idx]; wined3d_device_set_ps_consts_b(device, idx, 1, &stateblock->stateblock_state.ps_consts_b[idx]); } /* Render states. */ for (i = 0; i < stateblock->num_contained_render_states; ++i) { enum wined3d_render_state rs = stateblock->contained_render_states[i]; state->rs[rs] = stateblock->stateblock_state.rs[rs]; wined3d_device_set_render_state(device, rs, stateblock->stateblock_state.rs[rs]); } /* Texture states. */ for (i = 0; i < stateblock->num_contained_tss_states; ++i) { DWORD stage = stateblock->contained_tss_states[i].stage; DWORD texture_state = stateblock->contained_tss_states[i].state; state->texture_states[stage][texture_state] = stateblock->stateblock_state.texture_states[stage][texture_state]; wined3d_device_set_texture_stage_state(device, stage, texture_state, stateblock->stateblock_state.texture_states[stage][texture_state]); } /* Sampler states. */ for (i = 0; i < stateblock->num_contained_sampler_states; ++i) { DWORD stage = stateblock->contained_sampler_states[i].stage; DWORD sampler_state = stateblock->contained_sampler_states[i].state; DWORD value = stateblock->stateblock_state.sampler_states[stage][sampler_state]; state->sampler_states[stage][sampler_state] = value; if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS; wined3d_device_set_sampler_state(device, stage, sampler_state, value); } /* Transform states. */ for (i = 0; i < stateblock->num_contained_transform_states; ++i) { enum wined3d_transform_state transform = stateblock->contained_transform_states[i]; state->transforms[transform] = stateblock->stateblock_state.transforms[transform]; wined3d_device_set_transform(device, transform, &stateblock->stateblock_state.transforms[transform]); } if (stateblock->changed.indices) { if (stateblock->stateblock_state.index_buffer) wined3d_buffer_incref(stateblock->stateblock_state.index_buffer); if (state->index_buffer) wined3d_buffer_decref(state->index_buffer); state->index_buffer = stateblock->stateblock_state.index_buffer; state->index_format = stateblock->stateblock_state.index_format; state->base_vertex_index = stateblock->stateblock_state.base_vertex_index; wined3d_device_set_index_buffer(device, stateblock->stateblock_state.index_buffer, stateblock->stateblock_state.index_format, 0); wined3d_device_set_base_vertex_index(device, stateblock->stateblock_state.base_vertex_index); } if (stateblock->changed.vertexDecl && stateblock->stateblock_state.vertex_declaration) { if (stateblock->stateblock_state.vertex_declaration) wined3d_vertex_declaration_incref(stateblock->stateblock_state.vertex_declaration); if (state->vertex_declaration) wined3d_vertex_declaration_decref(state->vertex_declaration); state->vertex_declaration = stateblock->stateblock_state.vertex_declaration; wined3d_device_set_vertex_declaration(device, stateblock->stateblock_state.vertex_declaration); } if (stateblock->changed.material) { state->material = stateblock->stateblock_state.material; wined3d_device_set_material(device, &stateblock->stateblock_state.material); } if (stateblock->changed.viewport) { state->viewport = stateblock->stateblock_state.viewport; wined3d_device_set_viewports(device, 1, &stateblock->stateblock_state.viewport); } if (stateblock->changed.scissorRect) { state->scissor_rect = stateblock->stateblock_state.scissor_rect; wined3d_device_set_scissor_rects(device, 1, &stateblock->stateblock_state.scissor_rect); } if (stateblock->changed.blend_state) { state->blend_factor = stateblock->stateblock_state.blend_factor; wined3d_device_set_blend_state(device, NULL, &stateblock->stateblock_state.blend_factor); } map = stateblock->changed.streamSource; for (i = 0; map; map >>= 1, ++i) { unsigned int offset, stride; if (!(map & 1)) continue; if (stateblock->stateblock_state.streams[i].buffer) wined3d_buffer_incref(stateblock->stateblock_state.streams[i].buffer); if (state->streams[i].buffer) wined3d_buffer_decref(state->streams[i].buffer); state->streams[i].buffer = stateblock->stateblock_state.streams[i].buffer; offset = stateblock->stateblock_state.streams[i].offset; stride = stateblock->stateblock_state.streams[i].stride; state->streams[i].stride = stride; state->streams[i].offset = offset; wined3d_device_set_stream_source(device, i, stateblock->stateblock_state.streams[i].buffer, offset, stride); } map = stateblock->changed.streamFreq; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; state->streams[i].frequency = stateblock->stateblock_state.streams[i].frequency; state->streams[i].flags = stateblock->stateblock_state.streams[i].flags; wined3d_device_set_stream_source_freq(device, i, stateblock->stateblock_state.streams[i].frequency | stateblock->stateblock_state.streams[i].flags); } map = stateblock->changed.textures; for (i = 0; map; map >>= 1, ++i) { DWORD stage; if (!(map & 1)) continue; stage = i < WINED3D_MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - WINED3D_MAX_FRAGMENT_SAMPLERS; if (stateblock->stateblock_state.textures[i]) wined3d_texture_incref(stateblock->stateblock_state.textures[i]); if (state->textures[i]) wined3d_texture_decref(state->textures[i]); state->textures[i] = stateblock->stateblock_state.textures[i]; wined3d_device_set_texture(device, stage, stateblock->stateblock_state.textures[i]); } map = stateblock->changed.clipplane; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1)) continue; state->clip_planes[i] = stateblock->stateblock_state.clip_planes[i]; wined3d_device_set_clip_plane(device, i, &stateblock->stateblock_state.clip_planes[i]); } TRACE("Applied stateblock %p.\n", stateblock); } static void init_default_render_states(DWORD rs[WINEHIGHEST_RENDER_STATE + 1], const struct wined3d_d3d_info *d3d_info) { union { struct wined3d_line_pattern lp; DWORD d; } lp; union { float f; DWORD d; } tmpfloat; rs[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE; rs[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID; rs[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD; lp.lp.repeat_factor = 0; lp.lp.line_pattern = 0; rs[WINED3D_RS_LINEPATTERN] = lp.d; rs[WINED3D_RS_ZWRITEENABLE] = TRUE; rs[WINED3D_RS_ALPHATESTENABLE] = FALSE; rs[WINED3D_RS_LASTPIXEL] = TRUE; rs[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE; rs[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO; rs[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK; rs[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL; rs[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS; rs[WINED3D_RS_ALPHAREF] = 0; rs[WINED3D_RS_DITHERENABLE] = FALSE; rs[WINED3D_RS_ALPHABLENDENABLE] = FALSE; rs[WINED3D_RS_FOGENABLE] = FALSE; rs[WINED3D_RS_SPECULARENABLE] = FALSE; rs[WINED3D_RS_ZVISIBLE] = 0; rs[WINED3D_RS_FOGCOLOR] = 0; rs[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE; tmpfloat.f = 0.0f; rs[WINED3D_RS_FOGSTART] = tmpfloat.d; tmpfloat.f = 1.0f; rs[WINED3D_RS_FOGEND] = tmpfloat.d; tmpfloat.f = 1.0f; rs[WINED3D_RS_FOGDENSITY] = tmpfloat.d; rs[WINED3D_RS_EDGEANTIALIAS] = FALSE; rs[WINED3D_RS_RANGEFOGENABLE] = FALSE; rs[WINED3D_RS_STENCILENABLE] = FALSE; rs[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_STENCILREF] = 0; rs[WINED3D_RS_STENCILMASK] = 0xffffffff; rs[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS; rs[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff; rs[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff; rs[WINED3D_RS_WRAP0] = 0; rs[WINED3D_RS_WRAP1] = 0; rs[WINED3D_RS_WRAP2] = 0; rs[WINED3D_RS_WRAP3] = 0; rs[WINED3D_RS_WRAP4] = 0; rs[WINED3D_RS_WRAP5] = 0; rs[WINED3D_RS_WRAP6] = 0; rs[WINED3D_RS_WRAP7] = 0; rs[WINED3D_RS_CLIPPING] = TRUE; rs[WINED3D_RS_LIGHTING] = TRUE; rs[WINED3D_RS_AMBIENT] = 0; rs[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE; rs[WINED3D_RS_COLORVERTEX] = TRUE; rs[WINED3D_RS_LOCALVIEWER] = TRUE; rs[WINED3D_RS_NORMALIZENORMALS] = FALSE; rs[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1; rs[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2; rs[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL; rs[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL; rs[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE; rs[WINED3D_RS_CLIPPLANEENABLE] = 0; rs[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE; tmpfloat.f = 1.0f; rs[WINED3D_RS_POINTSIZE] = tmpfloat.d; tmpfloat.f = 1.0f; rs[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d; rs[WINED3D_RS_POINTSPRITEENABLE] = FALSE; rs[WINED3D_RS_POINTSCALEENABLE] = FALSE; tmpfloat.f = 1.0f; rs[WINED3D_RS_POINTSCALE_A] = tmpfloat.d; tmpfloat.f = 0.0f; rs[WINED3D_RS_POINTSCALE_B] = tmpfloat.d; tmpfloat.f = 0.0f; rs[WINED3D_RS_POINTSCALE_C] = tmpfloat.d; rs[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE; rs[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff; rs[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE; tmpfloat.f = 1.0f; rs[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d; rs[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe; tmpfloat.f = d3d_info->limits.pointsize_max; rs[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d; rs[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE; rs[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f; tmpfloat.f = 0.0f; rs[WINED3D_RS_TWEENFACTOR] = tmpfloat.d; rs[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD; rs[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC; rs[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR; /* states new in d3d9 */ rs[WINED3D_RS_SCISSORTESTENABLE] = FALSE; rs[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0; tmpfloat.f = 1.0f; rs[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d; rs[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d; rs[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE; tmpfloat.f = 0.0f; rs[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d; rs[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d; tmpfloat.f = 1.0f; rs[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d; tmpfloat.f = 0.0f; rs[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d; rs[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE; rs[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE; rs[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS; rs[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f; rs[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f; rs[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f; rs[WINED3D_RS_SRGBWRITEENABLE] = 0; rs[WINED3D_RS_DEPTHBIAS] = 0; rs[WINED3D_RS_WRAP8] = 0; rs[WINED3D_RS_WRAP9] = 0; rs[WINED3D_RS_WRAP10] = 0; rs[WINED3D_RS_WRAP11] = 0; rs[WINED3D_RS_WRAP12] = 0; rs[WINED3D_RS_WRAP13] = 0; rs[WINED3D_RS_WRAP14] = 0; rs[WINED3D_RS_WRAP15] = 0; rs[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE; rs[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE; rs[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO; rs[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD; } static void init_default_texture_state(unsigned int i, DWORD stage[WINED3D_HIGHEST_TEXTURE_STATE + 1]) { stage[WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE; stage[WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE; stage[WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT; stage[WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1; stage[WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE; stage[WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT; stage[WINED3D_TSS_BUMPENV_MAT00] = 0; stage[WINED3D_TSS_BUMPENV_MAT01] = 0; stage[WINED3D_TSS_BUMPENV_MAT10] = 0; stage[WINED3D_TSS_BUMPENV_MAT11] = 0; stage[WINED3D_TSS_TEXCOORD_INDEX] = i; stage[WINED3D_TSS_BUMPENV_LSCALE] = 0; stage[WINED3D_TSS_BUMPENV_LOFFSET] = 0; stage[WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE; stage[WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT; stage[WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT; stage[WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT; } static void init_default_sampler_states(DWORD states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]) { unsigned int i; for (i = 0 ; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { TRACE("Setting up default samplers states for sampler %u.\n", i); states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP; states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP; states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP; states[i][WINED3D_SAMP_BORDER_COLOR] = 0; states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT; states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT; states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE; states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0; states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0; states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1; states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0; /* TODO: Indicates which element of a multielement texture to use. */ states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0; /* TODO: Vertex offset in the presampled displacement map. */ states[i][WINED3D_SAMP_DMAP_OFFSET] = 0; } } static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info) { unsigned int i; struct wined3d_matrix identity; TRACE("state %p, d3d_info %p.\n", state, d3d_info); get_identity_matrix(&identity); state->gl_primitive_type = ~0u; state->gl_patch_vertices = 0; /* 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; } init_default_render_states(state->render_states, d3d_info); /* Texture Stage States - Put directly into state block, we will call function below */ for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { TRACE("Setting up default texture states for texture Stage %u.\n", i); state->transforms[WINED3D_TS_TEXTURE0 + i] = identity; init_default_texture_state(i, state->texture_states[i]); } init_default_sampler_states(state->sampler_states); state->blend_factor.r = 1.0f; state->blend_factor.g = 1.0f; state->blend_factor.b = 1.0f; state->blend_factor.a = 1.0f; for (i = 0; i < WINED3D_MAX_STREAMS; ++i) state->streams[i].frequency = 1; } void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb, const struct wined3d_d3d_info *d3d_info, DWORD flags) { unsigned int i; state->flags = flags; state->fb = fb; for (i = 0; i < LIGHTMAP_SIZE; i++) { list_init(&state->light_state.light_map[i]); } if (flags & WINED3D_STATE_INIT_DEFAULT) state_init_default(state, d3d_info); } static void stateblock_state_init_default(struct wined3d_stateblock_state *state, const struct wined3d_d3d_info *d3d_info) { struct wined3d_matrix identity; unsigned int i; get_identity_matrix(&identity); 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; } init_default_render_states(state->rs, d3d_info); for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { state->transforms[WINED3D_TS_TEXTURE0 + i] = identity; init_default_texture_state(i, state->texture_states[i]); } init_default_sampler_states(state->sampler_states); state->blend_factor.r = 1.0f; state->blend_factor.g = 1.0f; state->blend_factor.b = 1.0f; state->blend_factor.a = 1.0f; for (i = 0; i < WINED3D_MAX_STREAMS; ++i) state->streams[i].frequency = 1; } void wined3d_stateblock_state_init(struct wined3d_stateblock_state *state, const struct wined3d_device *device, DWORD flags) { unsigned int i; for (i = 0; i < ARRAY_SIZE(state->light_state.light_map); i++) { list_init(&state->light_state.light_map[i]); } if (flags & WINED3D_STATE_INIT_DEFAULT) stateblock_state_init_default(state, &device->adapter->d3d_info); } static HRESULT stateblock_init(struct wined3d_stateblock *stateblock, struct wined3d_device *device, enum wined3d_stateblock_type type) { const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; stateblock->ref = 1; stateblock->device = device; wined3d_stateblock_state_init(&stateblock->stateblock_state, device, 0); stateblock->changed.store_stream_offset = 1; if (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->stateblock_state.light_state.light_map, device->stateblock_state.light_state.light_map); stateblock_savedstates_set_all(&stateblock->changed, d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count); break; case WINED3D_SBT_PIXEL_STATE: stateblock_savedstates_set_pixel(&stateblock->changed, d3d_info->limits.ps_uniform_count); break; case WINED3D_SBT_VERTEX_STATE: stateblock_init_lights(stateblock->stateblock_state.light_state.light_map, device->stateblock_state.light_state.light_map); stateblock_savedstates_set_vertex(&stateblock->changed, d3d_info->limits.vs_uniform_count); break; default: FIXME("Unrecognized state block type %#x.\n", type); break; } stateblock_init_contained_states(stateblock); wined3d_stateblock_capture(stateblock); /* According to the tests, stream offset is not updated in the captured state if * the state was captured on state block creation. This is not the case for * state blocks initialized with BeginStateBlock / EndStateBlock, multiple * captures get stream offsets updated. */ stateblock->changed.store_stream_offset = 0; 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); if (!(object = heap_alloc_zero(sizeof(*object)))) return E_OUTOFMEMORY; hr = stateblock_init(object, device, type); if (FAILED(hr)) { WARN("Failed to initialize stateblock, hr %#x.\n", hr); heap_free(object); return hr; } TRACE("Created stateblock %p.\n", object); *stateblock = object; return WINED3D_OK; }