1108 lines
55 KiB
C
1108 lines
55 KiB
C
/*
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* state block implementation
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*
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* Copyright 2002 Raphael Junqueira
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* Copyright 2004 Jason Edmeades
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* Copyright 2005 Oliver Stieber
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
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/***************************************
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* Stateblock helper functions follow
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**************************************/
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/** Allocates the correct amount of space for pixel and vertex shader constants,
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* along with their set/changed flags on the given stateblock object
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*/
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HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
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IWineD3DStateBlockImpl *This = object;
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#define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
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/* Allocate space for floating point constants */
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object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
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WINED3D_MEMCHECK(object->pixelShaderConstantF);
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object->set.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF) );
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WINED3D_MEMCHECK(object->set.pixelShaderConstantsF);
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object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
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WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
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object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
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WINED3D_MEMCHECK(object->vertexShaderConstantF);
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object->set.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
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WINED3D_MEMCHECK(object->set.vertexShaderConstantsF);
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object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
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WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
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list_init(&object->set_vconstantsF);
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list_init(&object->set_pconstantsF);
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#undef WINED3D_MEMCHECK
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return WINED3D_OK;
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}
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/** Copy all members of one stateblock to another */
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void stateblock_savedstates_copy(
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IWineD3DStateBlock* iface,
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SAVEDSTATES* dest,
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SAVEDSTATES* source) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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unsigned bsize = sizeof(BOOL);
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/* Single values */
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dest->indices = source->indices;
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dest->material = source->material;
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dest->fvf = source->fvf;
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dest->viewport = source->viewport;
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dest->vertexDecl = source->vertexDecl;
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dest->pixelShader = source->pixelShader;
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dest->vertexShader = source->vertexShader;
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/* Fixed size arrays */
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memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
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memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
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memcpy(dest->textures, source->textures, bsize * MAX_SAMPLERS);
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memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
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memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
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memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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memcpy(dest->samplerState, source->samplerState, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
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memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
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memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
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memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
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memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
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memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
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/* Dynamically sized arrays */
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memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
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memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
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}
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/** Set all members of a stateblock savedstate to the given value */
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void stateblock_savedstates_set(
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IWineD3DStateBlock* iface,
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SAVEDSTATES* states,
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BOOL value) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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unsigned bsize = sizeof(BOOL);
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/* Single values */
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states->indices = value;
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states->material = value;
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states->fvf = value;
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states->viewport = value;
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states->vertexDecl = value;
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states->pixelShader = value;
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states->vertexShader = value;
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/* Fixed size arrays */
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memset(states->streamSource, value, bsize * MAX_STREAMS);
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memset(states->streamFreq, value, bsize * MAX_STREAMS);
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memset(states->textures, value, bsize * MAX_SAMPLERS);
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memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
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memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
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memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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memset(states->samplerState, value, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
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memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
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memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
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memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
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memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
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memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
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/* Dynamically sized arrays */
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memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
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memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
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}
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void stateblock_copy(
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IWineD3DStateBlock* destination,
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IWineD3DStateBlock* source) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
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IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
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/* IUnknown fields */
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Dest->lpVtbl = This->lpVtbl;
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Dest->ref = This->ref;
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/* IWineD3DStateBlock information */
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Dest->parent = This->parent;
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Dest->wineD3DDevice = This->wineD3DDevice;
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Dest->blockType = This->blockType;
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/* Saved states */
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stateblock_savedstates_copy(source, &Dest->set, &This->set);
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stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
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/* Single items */
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Dest->fvf = This->fvf;
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Dest->vertexDecl = This->vertexDecl;
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Dest->vertexShader = This->vertexShader;
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Dest->streamIsUP = This->streamIsUP;
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Dest->pIndexData = This->pIndexData;
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Dest->baseVertexIndex = This->baseVertexIndex;
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Dest->lights = This->lights;
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Dest->clip_status = This->clip_status;
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Dest->viewport = This->viewport;
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Dest->material = This->material;
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Dest->pixelShader = This->pixelShader;
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Dest->vertex_blend = This->vertex_blend;
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Dest->tween_factor = This->tween_factor;
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Dest->glsl_program = This->glsl_program;
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/* Fixed size arrays */
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memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
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memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
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memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
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memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
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memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
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memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
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memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
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memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
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memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
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memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
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memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
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memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
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memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_SAMPLERS);
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memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_SAMPLERS);
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memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
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/* Dynamically sized arrays */
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memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
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memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
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}
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/**********************************************************
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* IWineD3DStateBlockImpl IUnknown parts follows
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**********************************************************/
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static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
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{
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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ULONG refCount = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
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return refCount;
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}
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static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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ULONG refCount = InterlockedDecrement(&This->ref);
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TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
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if (!refCount) {
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constant_entry *constant, *constant2;
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/* type 0 represents the primary stateblock, so free all the resources */
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if (This->blockType == WINED3DSBT_INIT) {
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int counter;
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FIXME("Releasing primary stateblock\n");
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/* Free any streams still bound */
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for (counter = 0 ; counter < MAX_STREAMS ; counter++) {
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if (This->streamSource[counter] != NULL) {
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IWineD3DVertexBuffer_Release(This->streamSource[counter]);
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This->streamSource[counter] = NULL;
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}
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}
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/* free any index data */
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if (This->pIndexData) {
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IWineD3DIndexBuffer_Release(This->pIndexData);
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This->pIndexData = NULL;
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}
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if (NULL != This->pixelShader) {
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IWineD3DPixelShader_Release(This->pixelShader);
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}
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if (NULL != This->vertexShader) {
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IWineD3DVertexShader_Release(This->vertexShader);
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}
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if (NULL != This->vertexDecl) {
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IWineD3DVertexDeclaration_Release(This->vertexDecl);
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}
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/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
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for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
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if (This->textures[counter]) {
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/* release our 'internal' hold on the texture */
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if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
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TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
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}
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}
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}
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}
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HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
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HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
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HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
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LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constant_entry, entry) {
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HeapFree(GetProcessHeap(), 0, constant);
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}
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LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constant_entry, entry) {
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HeapFree(GetProcessHeap(), 0, constant);
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}
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HeapFree(GetProcessHeap(), 0, This);
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}
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return refCount;
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}
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/**********************************************************
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* IWineD3DStateBlockImpl parts follows
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**********************************************************/
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static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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IUnknown_AddRef(This->parent);
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*pParent = This->parent;
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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*ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
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IWineD3DDevice_AddRef(*ppDevice);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
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TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
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/* If not recorded, then update can just recapture */
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if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
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IWineD3DStateBlockImpl* tmpBlock;
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PLIGHTINFOEL *tmp = This->lights;
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IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
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/* Note just swap the light chains over so when deleting, the old one goes */
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memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
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tmpBlock->lights = tmp;
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/* Delete the temporary one (which points to the old light chain though */
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IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
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/*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
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} else {
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unsigned int i, j;
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PLIGHTINFOEL *src;
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/* Recorded => Only update 'changed' values */
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if (This->vertexShader != targetStateBlock->vertexShader) {
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TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
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if (targetStateBlock->vertexShader) {
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IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
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}
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if (This->vertexShader) {
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IWineD3DVertexShader_Release(This->vertexShader);
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}
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This->vertexShader = targetStateBlock->vertexShader;
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}
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/* Vertex Shader Float Constants */
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for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
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if (This->set.vertexShaderConstantsF[i]) {
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TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
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targetStateBlock->vertexShaderConstantF[i * 4],
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targetStateBlock->vertexShaderConstantF[i * 4 + 1],
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targetStateBlock->vertexShaderConstantF[i * 4 + 2],
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targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
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This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
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This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
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This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
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This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
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}
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}
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/* Vertex Shader Integer Constants */
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for (i = 0; i < MAX_CONST_I; ++i) {
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if (This->set.vertexShaderConstantsI[i]) {
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TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
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targetStateBlock->vertexShaderConstantI[i * 4],
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targetStateBlock->vertexShaderConstantI[i * 4 + 1],
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targetStateBlock->vertexShaderConstantI[i * 4 + 2],
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targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
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This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
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This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
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This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
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This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
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}
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}
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/* Vertex Shader Boolean Constants */
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for (i = 0; i < MAX_CONST_B; ++i) {
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if (This->set.vertexShaderConstantsB[i]) {
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TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
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targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
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This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
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}
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}
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/* Lights... For a recorded state block, we just had a chain of actions to perform,
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so we need to walk that chain and update any actions which differ */
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src = This->lights;
|
|
while (src != NULL) {
|
|
PLIGHTINFOEL *realLight = NULL;
|
|
|
|
/* Locate the light in the live lights */
|
|
realLight = targetStateBlock->lights;
|
|
while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
|
|
|
|
/* If 'changed' then its a SetLight command. Rather than comparing to see
|
|
if the OriginalParms have changed and then copy them (twice through
|
|
memory) just do the copy */
|
|
if (src->changed) {
|
|
|
|
/* If the light exists, copy its parameters, otherwise copy the default parameters */
|
|
const WINED3DLIGHT* params = realLight? &realLight->OriginalParms: &WINED3D_default_light;
|
|
TRACE("Updating lights for light %d\n", src->OriginalIndex);
|
|
memcpy(&src->OriginalParms, params, sizeof(*params));
|
|
}
|
|
|
|
/* If 'enabledchanged' then its a LightEnable command */
|
|
if (src->enabledChanged) {
|
|
|
|
/* If the light exists, check if it's enabled, otherwise default is disabled state */
|
|
TRACE("Updating lightEnabled for light %d\n", src->OriginalIndex);
|
|
src->lightEnabled = realLight? realLight->lightEnabled: FALSE;
|
|
}
|
|
|
|
src = src->next;
|
|
}
|
|
|
|
/* Recorded => Only update 'changed' values */
|
|
if (This->pixelShader != targetStateBlock->pixelShader) {
|
|
TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
|
|
|
|
if (targetStateBlock->pixelShader) {
|
|
IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
|
|
}
|
|
if (This->pixelShader) {
|
|
IWineD3DPixelShader_Release(This->pixelShader);
|
|
}
|
|
|
|
This->pixelShader = targetStateBlock->pixelShader;
|
|
}
|
|
|
|
/* Pixel Shader Float Constants */
|
|
for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
|
|
if (This->set.pixelShaderConstantsF[i]) {
|
|
TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
|
|
targetStateBlock->pixelShaderConstantF[i * 4],
|
|
targetStateBlock->pixelShaderConstantF[i * 4 + 1],
|
|
targetStateBlock->pixelShaderConstantF[i * 4 + 2],
|
|
targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
|
|
|
|
This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
|
|
This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
|
|
This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
|
|
This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
|
|
}
|
|
}
|
|
|
|
/* Pixel Shader Integer Constants */
|
|
for (i = 0; i < MAX_CONST_I; ++i) {
|
|
if (This->set.pixelShaderConstantsI[i]) {
|
|
TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
|
|
targetStateBlock->pixelShaderConstantI[i * 4],
|
|
targetStateBlock->pixelShaderConstantI[i * 4 + 1],
|
|
targetStateBlock->pixelShaderConstantI[i * 4 + 2],
|
|
targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
|
|
|
|
This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
|
|
This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
|
|
This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
|
|
This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
|
|
}
|
|
}
|
|
|
|
/* Pixel Shader Boolean Constants */
|
|
for (i = 0; i < MAX_CONST_B; ++i) {
|
|
if (This->set.pixelShaderConstantsB[i]) {
|
|
TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
|
|
targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
|
|
|
|
This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
|
|
}
|
|
}
|
|
|
|
/* Others + Render & Texture */
|
|
for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
|
|
if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
|
|
&This->transforms[i],
|
|
sizeof(WINED3DMATRIX)) != 0) {
|
|
TRACE("Updating transform %d\n", i);
|
|
memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(WINED3DMATRIX));
|
|
}
|
|
}
|
|
|
|
if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
|
|
|| (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
|
|
TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
|
|
targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
|
|
This->pIndexData = targetStateBlock->pIndexData;
|
|
This->baseVertexIndex = targetStateBlock->baseVertexIndex;
|
|
}
|
|
|
|
if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
|
|
TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
|
|
|
|
if (targetStateBlock->vertexDecl) {
|
|
IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
|
|
}
|
|
if (This->vertexDecl) {
|
|
IWineD3DVertexDeclaration_Release(This->vertexDecl);
|
|
}
|
|
|
|
This->vertexDecl = targetStateBlock->vertexDecl;
|
|
}
|
|
|
|
if(This->set.fvf && This->fvf != targetStateBlock->fvf){
|
|
This->fvf = targetStateBlock->fvf;
|
|
}
|
|
|
|
if (This->set.material && memcmp(&targetStateBlock->material,
|
|
&This->material,
|
|
sizeof(WINED3DMATERIAL)) != 0) {
|
|
TRACE("Updating material\n");
|
|
memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
|
|
}
|
|
|
|
if (This->set.viewport && memcmp(&targetStateBlock->viewport,
|
|
&This->viewport,
|
|
sizeof(WINED3DVIEWPORT)) != 0) {
|
|
TRACE("Updating viewport\n");
|
|
memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
|
|
}
|
|
|
|
for (i = 0; i < MAX_STREAMS; i++) {
|
|
if (This->set.streamSource[i] &&
|
|
((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
|
|
(This->streamSource[i] != targetStateBlock->streamSource[i]))) {
|
|
TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
|
|
targetStateBlock->streamStride[i]);
|
|
This->streamStride[i] = targetStateBlock->streamStride[i];
|
|
This->streamSource[i] = targetStateBlock->streamSource[i];
|
|
}
|
|
|
|
if (This->set.streamFreq[i] &&
|
|
(This->streamFreq[i] != targetStateBlock->streamFreq[i]
|
|
|| This->streamFlags[i] != targetStateBlock->streamFlags[i])){
|
|
TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
|
|
targetStateBlock->streamFlags[i]);
|
|
This->streamFreq[i] = targetStateBlock->streamFreq[i];
|
|
This->streamFlags[i] = targetStateBlock->streamFlags[i];
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
|
|
if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
|
|
&This->clipplane[i],
|
|
sizeof(This->clipplane)) != 0) {
|
|
|
|
TRACE("Updating clipplane %d\n", i);
|
|
memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
|
|
sizeof(This->clipplane));
|
|
}
|
|
}
|
|
|
|
/* Render */
|
|
for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
|
|
|
|
if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
|
|
TRACE("Updating renderState %d to %d\n", i, targetStateBlock->renderState[i]);
|
|
This->renderState[i] = targetStateBlock->renderState[i];
|
|
}
|
|
}
|
|
|
|
/* Texture states */
|
|
for (j = 0; j < GL_LIMITS(texture_stages); j++) {
|
|
/* TODO: move over to using memcpy */
|
|
for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
|
|
if (This->set.textureState[j][i]) {
|
|
TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", j,i, targetStateBlock->textureState[j][i],
|
|
This->textureState[j][i]);
|
|
This->textureState[j][i] = targetStateBlock->textureState[j][i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Samplers */
|
|
/* TODO: move over to using memcpy */
|
|
for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
|
|
if (This->set.textures[j]) {
|
|
TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
|
|
This->textures[j] = targetStateBlock->textures[j];
|
|
}
|
|
for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
|
|
if (This->set.samplerState[j][i]) {
|
|
TRACE("Updating sampler state %d,%d to %d (was %d)\n",
|
|
j, i, targetStateBlock->samplerState[j][i],
|
|
This->samplerState[j][i]);
|
|
This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
|
|
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
|
IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
|
|
|
|
/*Copy thing over to updateBlock is isRecording otherwise StateBlock,
|
|
should really perform a delta so that only the changes get updated*/
|
|
|
|
|
|
UINT i;
|
|
UINT j;
|
|
|
|
TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
|
|
|
|
/* FIXME: Only apply applicable states not all states */
|
|
|
|
if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
|
|
|
|
|
|
PLIGHTINFOEL *toDo = This->lights;
|
|
while (toDo != NULL) {
|
|
if (toDo->changed)
|
|
IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
|
|
if (toDo->enabledChanged)
|
|
IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
|
|
toDo = toDo->next;
|
|
}
|
|
|
|
/* Vertex Shader */
|
|
if (This->set.vertexShader && This->changed.vertexShader) {
|
|
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
|
|
}
|
|
|
|
/* Vertex Shader Constants */
|
|
for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
|
|
if (This->set.vertexShaderConstantsF[i] && This->changed.vertexShaderConstantsF[i])
|
|
IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
|
|
}
|
|
|
|
for (i = 0; i < MAX_CONST_I; i++) {
|
|
if (This->set.vertexShaderConstantsI[i] && This->changed.vertexShaderConstantsI[i])
|
|
IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
|
|
}
|
|
|
|
for (i = 0; i < MAX_CONST_B; i++) {
|
|
if (This->set.vertexShaderConstantsB[i] && This->changed.vertexShaderConstantsB[i])
|
|
IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
|
|
}
|
|
}
|
|
|
|
if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
|
|
|
|
/* Pixel Shader */
|
|
if (This->set.pixelShader && This->changed.pixelShader) {
|
|
IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
|
|
}
|
|
|
|
/* Pixel Shader Constants */
|
|
for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
|
|
if (This->set.pixelShaderConstantsF[i] && This->changed.pixelShaderConstantsF[i])
|
|
IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1);
|
|
}
|
|
|
|
for (i = 0; i < MAX_CONST_I; ++i) {
|
|
if (This->set.pixelShaderConstantsI[i] && This->changed.pixelShaderConstantsI[i])
|
|
IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
|
|
}
|
|
|
|
for (i = 0; i < MAX_CONST_B; ++i) {
|
|
if (This->set.pixelShaderConstantsB[i] && This->changed.pixelShaderConstantsB[i])
|
|
IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1);
|
|
}
|
|
}
|
|
|
|
if (This->set.fvf && This->changed.fvf) {
|
|
IWineD3DDevice_SetFVF(pDevice, This->fvf);
|
|
}
|
|
|
|
if (This->set.vertexDecl && This->changed.vertexDecl) {
|
|
IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
|
|
}
|
|
|
|
/* Others + Render & Texture */
|
|
if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
|
|
for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
|
|
if (This->set.transform[i] && This->changed.transform[i])
|
|
IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
|
|
}
|
|
|
|
if (This->set.indices && This->changed.indices)
|
|
IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
|
|
|
|
if (This->set.material && This->changed.material )
|
|
IWineD3DDevice_SetMaterial(pDevice, &This->material);
|
|
|
|
if (This->set.viewport && This->changed.viewport)
|
|
IWineD3DDevice_SetViewport(pDevice, &This->viewport);
|
|
|
|
/* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
|
|
for (i=0; i<MAX_STREAMS; i++) {
|
|
if (This->set.streamSource[i] && This->changed.streamSource[i])
|
|
IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
|
|
|
|
if (This->set.streamFreq[i] && This->changed.streamFreq[i])
|
|
IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
|
|
}
|
|
|
|
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
|
|
if (This->set.clipplane[i] && This->changed.clipplane[i]) {
|
|
float clip[4];
|
|
|
|
clip[0] = This->clipplane[i][0];
|
|
clip[1] = This->clipplane[i][1];
|
|
clip[2] = This->clipplane[i][2];
|
|
clip[3] = This->clipplane[i][3];
|
|
IWineD3DDevice_SetClipPlane(pDevice, i, clip);
|
|
}
|
|
}
|
|
|
|
/* Render */
|
|
for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
|
|
if (This->set.renderState[i] && This->changed.renderState[i])
|
|
IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
|
|
}
|
|
|
|
/* Texture states */
|
|
for (j = 0; j < GL_LIMITS(texture_stages); j++) { /* Set The texture first, just in case it resets the states? */
|
|
/* TODO: move over to memcpy */
|
|
for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
|
|
if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE;
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Samplers */
|
|
/* TODO: move over to memcpy */
|
|
for (j = 0 ; j < GL_LIMITS(sampler_stages); j++){
|
|
if (This->set.textures[j] && This->changed.textures[j]) {
|
|
IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
|
|
}
|
|
for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
|
|
if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE;
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
} else if (This->blockType == WINED3DSBT_PIXELSTATE) {
|
|
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
|
|
if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
|
|
IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
|
|
|
|
}
|
|
|
|
for (j = 0; j < GL_LIMITS(texture_stages); j++) {
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
|
|
}
|
|
}
|
|
|
|
for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
|
|
}
|
|
}
|
|
|
|
} else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
|
|
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
|
|
if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
|
|
IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
|
|
}
|
|
|
|
for (j = 0; j < GL_LIMITS(texture_stages); j++) {
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
|
|
}
|
|
}
|
|
|
|
for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
|
|
}
|
|
}
|
|
|
|
|
|
} else {
|
|
FIXME("Unrecognized state block type %d\n", This->blockType);
|
|
}
|
|
stateblock_savedstates_copy(iface, &((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed);
|
|
TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
|
|
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
|
IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
|
|
IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
|
|
union {
|
|
WINED3DLINEPATTERN lp;
|
|
DWORD d;
|
|
} lp;
|
|
union {
|
|
float f;
|
|
DWORD d;
|
|
} tmpfloat;
|
|
unsigned int i;
|
|
|
|
/* Note this may have a large overhead but it should only be executed
|
|
once, in order to initialize the complete state of the device and
|
|
all opengl equivalents */
|
|
TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
|
|
/* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
|
|
This->blockType = WINED3DSBT_INIT;
|
|
|
|
/* Set some of the defaults for lights, transforms etc */
|
|
memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
|
|
memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
|
|
for (i = 0; i < 256; ++i) {
|
|
memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
|
|
}
|
|
|
|
TRACE("Render states\n");
|
|
/* Render states: */
|
|
if (ThisDevice->depthStencilBuffer != NULL) {
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
|
|
} else {
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
|
|
}
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
|
|
lp.lp.wRepeatFactor = 0;
|
|
lp.lp.wLinePattern = 0;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
|
|
tmpfloat.f = 0.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
|
|
tmpfloat.f = 1.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
|
|
tmpfloat.f = 1.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
|
|
|
|
/* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
|
|
* so only a single call performed (and ensure defaults initialized before making that call)
|
|
*
|
|
* IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
|
|
* IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
|
|
*/
|
|
This->renderState[WINED3DRS_STENCILREF] = 0;
|
|
This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
|
|
tmpfloat.f = 1.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
|
|
tmpfloat.f = 1.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
|
|
tmpfloat.f = 1.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
|
|
tmpfloat.f = 0.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
|
|
tmpfloat.f = 0.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
|
|
tmpfloat.f = 1.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
|
|
tmpfloat.f = 64.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
|
|
tmpfloat.f = 0.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
|
|
/* states new in d3d9 */
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
|
|
tmpfloat.f = 1.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
|
|
tmpfloat.f = 0.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
|
|
tmpfloat.f = 1.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
|
|
tmpfloat.f = 0.0f;
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
|
|
|
|
/* clipping status */
|
|
This->clip_status.ClipUnion = 0;
|
|
This->clip_status.ClipIntersection = 0xFFFFFFFF;
|
|
|
|
/* Texture Stage States - Put directly into state block, we will call function below */
|
|
for (i = 0; i < GL_LIMITS(texture_stages); i++) {
|
|
TRACE("Setting up default texture states for texture Stage %d\n", i);
|
|
memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
|
|
This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
|
|
This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
|
|
This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
|
|
This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
|
|
This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
|
|
This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
|
|
This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
|
|
This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
|
|
This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
|
|
This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
|
|
This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
|
|
This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
|
|
This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
|
|
This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
|
|
This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
|
|
This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
|
|
This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
|
|
This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
|
|
}
|
|
|
|
/* Sampler states*/
|
|
for (i = 0 ; i < GL_LIMITS(sampler_stages); i++) {
|
|
TRACE("Setting up default samplers states for sampler %d\n", i);
|
|
This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
|
|
This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
|
|
This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
|
|
This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
|
|
This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
|
|
This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
|
|
This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
|
|
This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
|
|
This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
|
|
This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
|
|
This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
|
|
This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
|
|
This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
|
|
}
|
|
|
|
/* Under DirectX you can have texture stage operations even if no texture is
|
|
bound, whereas opengl will only do texture operations when a valid texture is
|
|
bound. We emulate this by creating dummy textures and binding them to each
|
|
texture stage, but disable all stages by default. Hence if a stage is enabled
|
|
then the default texture will kick in until replaced by a SetTexture call */
|
|
if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
ENTER_GL();
|
|
|
|
for (i = 0; i < GL_LIMITS(texture_stages); i++) {
|
|
GLubyte white = 255;
|
|
|
|
/* Note this avoids calling settexture, so pretend it has been called */
|
|
This->set.textures[i] = TRUE;
|
|
This->changed.textures[i] = TRUE;
|
|
This->textures[i] = NULL;
|
|
|
|
/* Make appropriate texture active */
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
|
checkGLcall("glActiveTextureARB");
|
|
} else if (i > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
}
|
|
|
|
/* Generate an opengl texture name */
|
|
glGenTextures(1, &ThisDevice->dummyTextureName[i]);
|
|
checkGLcall("glGenTextures");
|
|
TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
|
|
|
|
/* Generate a dummy 1d texture */
|
|
This->textureDimensions[i] = GL_TEXTURE_1D;
|
|
glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
|
|
checkGLcall("glBindTexture");
|
|
|
|
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
|
|
checkGLcall("glTexImage1D");
|
|
#if 1 /* TODO: move the setting texture states off to basetexture */
|
|
/* Reapply all the texture state information to this texture */
|
|
IWineD3DDevice_SetupTextureStates(device, i, i, REAPPLY_ALL);
|
|
#endif
|
|
}
|
|
|
|
LEAVE_GL();
|
|
}
|
|
|
|
/* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
|
|
for (i = 0; i < MAX_PALETTES; ++i) {
|
|
int j;
|
|
for (j = 0; j < 256; ++j) {
|
|
This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
|
|
This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
|
|
This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
|
|
This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
|
|
}
|
|
}
|
|
This->wineD3DDevice->currentPalette = 0;
|
|
|
|
/* Set default GLSL program to NULL. We won't actually create one
|
|
* until the app sets a vertex or pixel shader */
|
|
This->glsl_program = NULL;
|
|
|
|
TRACE("-----------------------> Device defaults now set up...\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/**********************************************************
|
|
* IWineD3DStateBlock VTbl follows
|
|
**********************************************************/
|
|
|
|
const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
|
|
{
|
|
/* IUnknown */
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IWineD3DStateBlockImpl_QueryInterface,
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IWineD3DStateBlockImpl_AddRef,
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IWineD3DStateBlockImpl_Release,
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/* IWineD3DStateBlock */
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IWineD3DStateBlockImpl_GetParent,
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IWineD3DStateBlockImpl_GetDevice,
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IWineD3DStateBlockImpl_Capture,
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IWineD3DStateBlockImpl_Apply,
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IWineD3DStateBlockImpl_InitStartupStateBlock
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};
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