1268 lines
66 KiB
C
1268 lines
66 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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* Copyright 2007 Stefan Dösinger for CodeWeavers
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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 This->wineD3DDevice->adapter->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->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->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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object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
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WINED3D_MEMCHECK(object->contained_vs_consts_f);
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object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
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WINED3D_MEMCHECK(object->contained_ps_consts_f);
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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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dest->scissorRect = dest->scissorRect;
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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_COMBINED_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_COMBINED_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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states->scissorRect = 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_COMBINED_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_COMBINED_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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int l;
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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->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->glsl_program = This->glsl_program;
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Dest->scissorRect = This->scissorRect;
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/* Lights */
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memset(This->activeLights, 0, sizeof(This->activeLights));
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for(l = 0; l < LIGHTMAP_SIZE; l++) {
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struct list *e1, *e2;
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LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
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PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
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list_remove(&light->entry);
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HeapFree(GetProcessHeap(), 0, light);
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}
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LIST_FOR_EACH(e1, &This->lightMap[l]) {
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PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
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light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
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*light2 = *light;
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list_add_tail(&Dest->lightMap[l], &light2->entry);
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if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
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}
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}
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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_COMBINED_SAMPLERS);
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memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_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_COMBINED_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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constants_entry *constant, *constant2;
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int counter;
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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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/* 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 < MAX_COMBINED_SAMPLERS; 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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for (counter = 0; counter < MAX_STREAMS; counter++) {
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if(This->streamSource[counter]) {
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if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
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TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
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}
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}
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}
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if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
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if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
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if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
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for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
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struct list *e1, *e2;
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LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
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PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
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list_remove(&light->entry);
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HeapFree(GetProcessHeap(), 0, light);
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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->changed.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
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HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
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HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
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LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_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, constants_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 inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
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UINT i;
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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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*/
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for(i = 0; i < LIGHTMAP_SIZE; i++) {
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struct list *e, *f;
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LIST_FOR_EACH(e, &This->lightMap[i]) {
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BOOL updated = FALSE;
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PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
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if(!src->changed || !src->enabledChanged) continue;
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/* Look up the light in the destination */
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LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
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realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
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if(realLight->OriginalIndex == src->OriginalIndex) {
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if(src->changed) {
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src->OriginalParms = realLight->OriginalParms;
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}
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if(src->enabledChanged) {
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/* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
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* or disabled -> enabled -> disabled changes
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*/
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if(realLight->glIndex == -1 && src->glIndex != -1) {
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/* Light disabled */
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This->activeLights[src->glIndex] = NULL;
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} else if(realLight->glIndex != -1 && src->glIndex == -1){
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/* Light enabled */
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This->activeLights[realLight->glIndex] = src;
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}
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src->glIndex = realLight->glIndex;
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}
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updated = TRUE;
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break;
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}
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}
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if(updated) {
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/* Found a light, all done, proceed with next hash entry */
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continue;
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} else if(src->changed) {
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/* Otherwise assign defaul params */
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src->OriginalParms = WINED3D_default_light;
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} else {
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/* Not enabled by default */
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src->glIndex = -1;
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}
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}
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}
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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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unsigned int i, j;
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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 (This->blockType == WINED3DSBT_RECORDED) {
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/* Recorded => Only update 'changed' values */
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if (This->changed.vertexShader && 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) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
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if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
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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 (j = 0; j < This->num_contained_vs_consts_f; ++j) {
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i = This->contained_vs_consts_f[j];
|
|
TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
|
|
targetStateBlock->vertexShaderConstantF[i * 4],
|
|
targetStateBlock->vertexShaderConstantF[i * 4 + 1],
|
|
targetStateBlock->vertexShaderConstantF[i * 4 + 2],
|
|
targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
|
|
|
|
This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
|
|
This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
|
|
This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
|
|
This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
|
|
}
|
|
|
|
/* Vertex Shader Integer Constants */
|
|
for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
|
|
i = This->contained_vs_consts_i[j];
|
|
TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
|
|
targetStateBlock->vertexShaderConstantI[i * 4],
|
|
targetStateBlock->vertexShaderConstantI[i * 4 + 1],
|
|
targetStateBlock->vertexShaderConstantI[i * 4 + 2],
|
|
targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
|
|
|
|
This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
|
|
This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
|
|
This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
|
|
This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
|
|
}
|
|
|
|
/* Vertex Shader Boolean Constants */
|
|
for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
|
|
i = This->contained_vs_consts_b[j];
|
|
TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
|
|
targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
|
|
|
|
This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
|
|
}
|
|
|
|
/* Pixel Shader Float Constants */
|
|
for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
|
|
i = This->contained_ps_consts_f[j];
|
|
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 (j = 0; j < This->num_contained_ps_consts_i; ++j) {
|
|
i = This->contained_ps_consts_i[j];
|
|
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 (j = 0; j < This->num_contained_ps_consts_b; ++j) {
|
|
i = This->contained_ps_consts_b[j];
|
|
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 = 0; i < This->num_contained_transform_states; i++) {
|
|
TRACE("Updating transform %d\n", i);
|
|
This->transforms[This->contained_transform_states[i]] =
|
|
targetStateBlock->transforms[This->contained_transform_states[i]];
|
|
}
|
|
|
|
if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
|
|
|| (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
|
|
TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
|
|
targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
|
|
if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
|
|
if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
|
|
This->pIndexData = targetStateBlock->pIndexData;
|
|
This->baseVertexIndex = targetStateBlock->baseVertexIndex;
|
|
}
|
|
|
|
if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
|
|
TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
|
|
|
|
This->vertexDecl = targetStateBlock->vertexDecl;
|
|
}
|
|
|
|
if(This->changed.fvf && This->fvf != targetStateBlock->fvf){
|
|
This->fvf = targetStateBlock->fvf;
|
|
}
|
|
|
|
if (This->changed.material && memcmp(&targetStateBlock->material,
|
|
&This->material,
|
|
sizeof(WINED3DMATERIAL)) != 0) {
|
|
TRACE("Updating material\n");
|
|
This->material = targetStateBlock->material;
|
|
}
|
|
|
|
if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
|
|
&This->viewport,
|
|
sizeof(WINED3DVIEWPORT)) != 0) {
|
|
TRACE("Updating viewport\n");
|
|
This->viewport = targetStateBlock->viewport;
|
|
}
|
|
|
|
if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
|
|
&This->scissorRect,
|
|
sizeof(targetStateBlock->scissorRect)))
|
|
{
|
|
TRACE("Updating scissor rect\n");
|
|
targetStateBlock->scissorRect = This->scissorRect;
|
|
}
|
|
|
|
for (i = 0; i < MAX_STREAMS; i++) {
|
|
if (This->changed.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];
|
|
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
|
|
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
|
|
This->streamSource[i] = targetStateBlock->streamSource[i];
|
|
}
|
|
|
|
if (This->changed.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->changed.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 = 0; i < This->num_contained_render_states; i++) {
|
|
TRACE("Updating renderState %d to %d\n",
|
|
This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
|
|
This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
|
|
}
|
|
|
|
/* Texture states */
|
|
for (j = 0; j < This->num_contained_tss_states; j++) {
|
|
DWORD stage = This->contained_tss_states[j].stage;
|
|
DWORD state = This->contained_tss_states[j].state;
|
|
|
|
TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
|
|
targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
|
|
This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
|
|
}
|
|
|
|
/* Samplers */
|
|
/* TODO: move over to using memcpy */
|
|
for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
|
|
if (This->changed.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 (j = 0; j < This->num_contained_sampler_states; j++) {
|
|
DWORD stage = This->contained_sampler_states[j].stage;
|
|
DWORD state = This->contained_sampler_states[j].state;
|
|
TRACE("Updating sampler state %d,%d to %d (was %d)\n",
|
|
stage, state, targetStateBlock->samplerState[stage][state],
|
|
This->samplerState[stage][state]);
|
|
This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
|
|
}
|
|
if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
|
|
if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
|
|
if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
|
|
This->pixelShader = targetStateBlock->pixelShader;
|
|
}
|
|
|
|
record_lights(This, targetStateBlock);
|
|
} else if(This->blockType == WINED3DSBT_ALL) {
|
|
This->vertexDecl = targetStateBlock->vertexDecl;
|
|
memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
|
|
memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
|
|
memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
|
|
memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
|
|
memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
|
|
memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
|
|
memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
|
|
This->baseVertexIndex = targetStateBlock->baseVertexIndex;
|
|
memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
|
|
record_lights(This, targetStateBlock);
|
|
memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
|
|
This->clip_status = targetStateBlock->clip_status;
|
|
This->viewport = targetStateBlock->viewport;
|
|
This->material = targetStateBlock->material;
|
|
memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
|
|
memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
|
|
memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
|
|
memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
|
|
memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
|
|
memcpy(This->textureDimensions, targetStateBlock->textureDimensions, sizeof(This->textureDimensions));
|
|
memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
|
|
memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
|
|
This->scissorRect = targetStateBlock->scissorRect;
|
|
|
|
if(targetStateBlock->pIndexData != This->pIndexData) {
|
|
if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
|
|
if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
|
|
This->pIndexData = targetStateBlock->pIndexData;
|
|
}
|
|
for(i = 0; i < MAX_STREAMS; i++) {
|
|
if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
|
|
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
|
|
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
|
|
This->streamSource[i] = targetStateBlock->streamSource[i];
|
|
}
|
|
}
|
|
if(This->vertexShader != targetStateBlock->vertexShader) {
|
|
if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
|
|
if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
|
|
This->vertexShader = targetStateBlock->vertexShader;
|
|
}
|
|
if(This->pixelShader != targetStateBlock->pixelShader) {
|
|
if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
|
|
if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
|
|
This->pixelShader = targetStateBlock->pixelShader;
|
|
}
|
|
} else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
|
|
memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
|
|
memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
|
|
memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
|
|
record_lights(This, targetStateBlock);
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
|
|
This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
|
|
}
|
|
for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
|
|
This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
|
|
}
|
|
}
|
|
for (j = 0; j < MAX_TEXTURES; j++) {
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
|
|
This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
|
|
}
|
|
}
|
|
for(i = 0; i < MAX_STREAMS; i++) {
|
|
if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
|
|
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
|
|
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
|
|
This->streamSource[i] = targetStateBlock->streamSource[i];
|
|
}
|
|
}
|
|
if(This->vertexShader != targetStateBlock->vertexShader) {
|
|
if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
|
|
if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
|
|
This->vertexShader = targetStateBlock->vertexShader;
|
|
}
|
|
} else if(This->blockType == WINED3DSBT_PIXELSTATE) {
|
|
memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
|
|
memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
|
|
memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
|
|
This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
|
|
}
|
|
for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
|
|
This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
|
|
}
|
|
}
|
|
for (j = 0; j < MAX_TEXTURES; j++) {
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
|
|
This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
|
|
}
|
|
}
|
|
if(This->pixelShader != targetStateBlock->pixelShader) {
|
|
if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
|
|
if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
|
|
This->pixelShader = targetStateBlock->pixelShader;
|
|
}
|
|
}
|
|
|
|
TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
|
|
UINT i;
|
|
for(i = 0; i < LIGHTMAP_SIZE; i++) {
|
|
struct list *e;
|
|
|
|
LIST_FOR_EACH(e, &This->lightMap[i]) {
|
|
PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
|
|
|
if(light->changed) {
|
|
IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
|
|
}
|
|
if(light->enabledChanged) {
|
|
IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
TRACE("Blocktype: %d\n", This->blockType);
|
|
|
|
if(This->blockType == WINED3DSBT_RECORDED) {
|
|
if (This->changed.vertexShader) {
|
|
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
|
|
}
|
|
/* Vertex Shader Constants */
|
|
for (i = 0; i < This->num_contained_vs_consts_f; i++) {
|
|
IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
|
|
This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
|
|
}
|
|
for (i = 0; i < This->num_contained_vs_consts_i; i++) {
|
|
IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
|
|
This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
|
|
}
|
|
for (i = 0; i < This->num_contained_vs_consts_b; i++) {
|
|
IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
|
|
This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
|
|
}
|
|
|
|
apply_lights(pDevice, This);
|
|
|
|
if (This->changed.pixelShader) {
|
|
IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
|
|
}
|
|
/* Pixel Shader Constants */
|
|
for (i = 0; i < This->num_contained_ps_consts_f; i++) {
|
|
IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
|
|
This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
|
|
}
|
|
for (i = 0; i < This->num_contained_ps_consts_i; i++) {
|
|
IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
|
|
This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
|
|
}
|
|
for (i = 0; i < This->num_contained_ps_consts_b; i++) {
|
|
IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
|
|
This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
|
|
}
|
|
|
|
/* Render */
|
|
for (i = 0; i <= This->num_contained_render_states; i++) {
|
|
IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
|
|
This->renderState[This->contained_render_states[i]]);
|
|
}
|
|
/* Texture states */
|
|
for (i = 0; i < This->num_contained_tss_states; i++) {
|
|
DWORD stage = This->contained_tss_states[i].stage;
|
|
DWORD state = This->contained_tss_states[i].state;
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
|
|
/* TODO: Record a display list to apply all gl states. For now apply by brute force */
|
|
IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
|
|
}
|
|
/* Sampler states */
|
|
for (i = 0; i < This->num_contained_sampler_states; i++) {
|
|
DWORD stage = This->contained_sampler_states[i].stage;
|
|
DWORD state = This->contained_sampler_states[i].state;
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
|
|
IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
|
|
}
|
|
|
|
for (i = 0; i < This->num_contained_transform_states; i++) {
|
|
IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
|
|
&This->transforms[This->contained_transform_states[i]]);
|
|
}
|
|
|
|
if (This->changed.indices) {
|
|
IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
|
|
IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
|
|
}
|
|
|
|
if (This->changed.fvf) {
|
|
IWineD3DDevice_SetFVF(pDevice, This->fvf);
|
|
}
|
|
|
|
if (This->changed.vertexDecl) {
|
|
IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
|
|
}
|
|
|
|
if (This->changed.material ) {
|
|
IWineD3DDevice_SetMaterial(pDevice, &This->material);
|
|
}
|
|
|
|
if (This->changed.viewport) {
|
|
IWineD3DDevice_SetViewport(pDevice, &This->viewport);
|
|
}
|
|
|
|
if (This->changed.scissorRect) {
|
|
IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
|
|
}
|
|
|
|
/* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
|
|
for (i=0; i<MAX_STREAMS; i++) {
|
|
if (This->changed.streamSource[i])
|
|
IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
|
|
|
|
if (This->changed.streamFreq[i])
|
|
IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
|
|
}
|
|
for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
|
|
if (This->changed.textures[j]) {
|
|
if (j < MAX_FRAGMENT_SAMPLERS) {
|
|
IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
|
|
} else {
|
|
IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
|
|
if (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);
|
|
}
|
|
}
|
|
|
|
} else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
|
|
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
|
|
for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
|
|
IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
|
|
This->vertexShaderConstantF + i * 4, 1);
|
|
}
|
|
for (i = 0; i < MAX_CONST_I; i++) {
|
|
IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
|
|
This->vertexShaderConstantI + i * 4, 1);
|
|
}
|
|
for (i = 0; i < MAX_CONST_B; i++) {
|
|
IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
|
|
This->vertexShaderConstantB + i, 1);
|
|
}
|
|
|
|
apply_lights(pDevice, This);
|
|
|
|
for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
|
|
IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
|
|
}
|
|
for(j = 0; j < MAX_TEXTURES; j++) {
|
|
for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
|
|
IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
|
|
This->textureState[j][SavedVertexStates_T[i]]);
|
|
}
|
|
}
|
|
|
|
for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
|
|
for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
|
|
IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
|
|
This->samplerState[j][SavedVertexStates_S[i]]);
|
|
}
|
|
}
|
|
for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
|
|
for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
|
|
IWineD3DDevice_SetSamplerState(pDevice,
|
|
WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
|
|
SavedVertexStates_S[i],
|
|
This->samplerState[j][SavedVertexStates_S[i]]);
|
|
}
|
|
}
|
|
} else if(This->blockType == WINED3DSBT_PIXELSTATE) {
|
|
IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
|
|
for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
|
|
IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
|
|
This->pixelShaderConstantF + i * 4, 1);
|
|
}
|
|
for (i = 0; i < MAX_CONST_I; i++) {
|
|
IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
|
|
This->pixelShaderConstantI + i * 4, 1);
|
|
}
|
|
for (i = 0; i < MAX_CONST_B; i++) {
|
|
IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
|
|
This->pixelShaderConstantB + i, 1);
|
|
}
|
|
|
|
for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
|
|
IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
|
|
}
|
|
for(j = 0; j < MAX_TEXTURES; j++) {
|
|
for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
|
|
IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
|
|
This->textureState[j][SavedPixelStates_T[i]]);
|
|
}
|
|
}
|
|
|
|
for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
|
|
for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
|
|
IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
|
|
This->samplerState[j][SavedPixelStates_S[i]]);
|
|
}
|
|
}
|
|
for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
|
|
for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
|
|
IWineD3DDevice_SetSamplerState(pDevice,
|
|
WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
|
|
SavedPixelStates_S[i],
|
|
This->samplerState[j][SavedPixelStates_S[i]]);
|
|
}
|
|
}
|
|
} else if(This->blockType == WINED3DSBT_ALL) {
|
|
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
|
|
for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
|
|
IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
|
|
This->vertexShaderConstantF + i * 4, 1);
|
|
}
|
|
for (i = 0; i < MAX_CONST_I; i++) {
|
|
IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
|
|
This->vertexShaderConstantI + i * 4, 1);
|
|
}
|
|
for (i = 0; i < MAX_CONST_B; i++) {
|
|
IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
|
|
This->vertexShaderConstantB + i, 1);
|
|
}
|
|
|
|
IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
|
|
for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
|
|
IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
|
|
This->pixelShaderConstantF + i * 4, 1);
|
|
}
|
|
for (i = 0; i < MAX_CONST_I; i++) {
|
|
IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
|
|
This->pixelShaderConstantI + i * 4, 1);
|
|
}
|
|
for (i = 0; i < MAX_CONST_B; i++) {
|
|
IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
|
|
This->pixelShaderConstantB + i, 1);
|
|
}
|
|
|
|
apply_lights(pDevice, This);
|
|
|
|
for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
|
|
IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
|
|
}
|
|
for(j = 0; j < MAX_TEXTURES; j++) {
|
|
for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
|
|
IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
|
|
}
|
|
}
|
|
|
|
/* Skip unused values between TEXTURE8 and WORLD0 ? */
|
|
for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
|
|
IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
|
|
}
|
|
IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
|
|
IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
|
|
IWineD3DDevice_SetFVF(pDevice, This->fvf);
|
|
IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
|
|
IWineD3DDevice_SetMaterial(pDevice, &This->material);
|
|
IWineD3DDevice_SetViewport(pDevice, &This->viewport);
|
|
IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
|
|
|
|
/* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
|
|
for (i=0; i<MAX_STREAMS; i++) {
|
|
IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
|
|
IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
|
|
}
|
|
for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
|
|
UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
|
|
|
|
IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
|
|
for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
|
|
IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
|
|
}
|
|
}
|
|
for (i = 0; i < GL_LIMITS(clipplanes); 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);
|
|
}
|
|
}
|
|
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
|
|
for(j = 0; j < MAX_TEXTURES - 1; j++) {
|
|
if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
|
|
((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
|
|
break;
|
|
}
|
|
}
|
|
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->auto_depth_stencil_buffer != 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);
|
|
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
|
|
IWineD3DDevice_SetRenderState(device, 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 < MAX_TEXTURES; 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;
|
|
}
|
|
This->lowest_disabled_stage = 1;
|
|
|
|
/* Sampler states*/
|
|
for (i = 0 ; i < MAX_COMBINED_SAMPLERS; 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;
|
|
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 */
|
|
}
|
|
|
|
for(i = 0; i < GL_LIMITS(textures); i++) {
|
|
/* Note: This avoids calling SetTexture, so pretend it has been called */
|
|
This->changed.textures[i] = TRUE;
|
|
This->textures[i] = NULL;
|
|
}
|
|
|
|
/* Set default GLSL program to NULL. We won't actually create one
|
|
* until the app sets a vertex or pixel shader */
|
|
This->glsl_program = NULL;
|
|
|
|
TRACE("-----------------------> Device defaults now set up...\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/**********************************************************
|
|
* IWineD3DStateBlock VTbl follows
|
|
**********************************************************/
|
|
|
|
const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DStateBlockImpl_QueryInterface,
|
|
IWineD3DStateBlockImpl_AddRef,
|
|
IWineD3DStateBlockImpl_Release,
|
|
/* IWineD3DStateBlock */
|
|
IWineD3DStateBlockImpl_GetParent,
|
|
IWineD3DStateBlockImpl_GetDevice,
|
|
IWineD3DStateBlockImpl_Capture,
|
|
IWineD3DStateBlockImpl_Apply,
|
|
IWineD3DStateBlockImpl_InitStartupStateBlock
|
|
};
|