Sweden-Number/dlls/wined3d/stateblock.c

1618 lines
55 KiB
C

/*
* state block implementation
*
* Copyright 2002 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2005 Oliver Stieber
* Copyright 2007 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
static const DWORD pixel_states_render[] =
{
WINED3D_RS_ALPHABLENDENABLE,
WINED3D_RS_ALPHAFUNC,
WINED3D_RS_ALPHAREF,
WINED3D_RS_ALPHATESTENABLE,
WINED3D_RS_ANTIALIASEDLINEENABLE,
WINED3D_RS_BLENDOP,
WINED3D_RS_BLENDOPALPHA,
WINED3D_RS_BACK_STENCILFAIL,
WINED3D_RS_BACK_STENCILPASS,
WINED3D_RS_BACK_STENCILZFAIL,
WINED3D_RS_COLORWRITEENABLE,
WINED3D_RS_COLORWRITEENABLE1,
WINED3D_RS_COLORWRITEENABLE2,
WINED3D_RS_COLORWRITEENABLE3,
WINED3D_RS_DEPTHBIAS,
WINED3D_RS_DESTBLEND,
WINED3D_RS_DESTBLENDALPHA,
WINED3D_RS_DITHERENABLE,
WINED3D_RS_FILLMODE,
WINED3D_RS_FOGDENSITY,
WINED3D_RS_FOGEND,
WINED3D_RS_FOGSTART,
WINED3D_RS_LASTPIXEL,
WINED3D_RS_SCISSORTESTENABLE,
WINED3D_RS_SEPARATEALPHABLENDENABLE,
WINED3D_RS_SHADEMODE,
WINED3D_RS_SLOPESCALEDEPTHBIAS,
WINED3D_RS_SRCBLEND,
WINED3D_RS_SRCBLENDALPHA,
WINED3D_RS_SRGBWRITEENABLE,
WINED3D_RS_STENCILENABLE,
WINED3D_RS_STENCILFAIL,
WINED3D_RS_STENCILFUNC,
WINED3D_RS_STENCILMASK,
WINED3D_RS_STENCILPASS,
WINED3D_RS_STENCILREF,
WINED3D_RS_STENCILWRITEMASK,
WINED3D_RS_STENCILZFAIL,
WINED3D_RS_TEXTUREFACTOR,
WINED3D_RS_TWOSIDEDSTENCILMODE,
WINED3D_RS_WRAP0,
WINED3D_RS_WRAP1,
WINED3D_RS_WRAP10,
WINED3D_RS_WRAP11,
WINED3D_RS_WRAP12,
WINED3D_RS_WRAP13,
WINED3D_RS_WRAP14,
WINED3D_RS_WRAP15,
WINED3D_RS_WRAP2,
WINED3D_RS_WRAP3,
WINED3D_RS_WRAP4,
WINED3D_RS_WRAP5,
WINED3D_RS_WRAP6,
WINED3D_RS_WRAP7,
WINED3D_RS_WRAP8,
WINED3D_RS_WRAP9,
WINED3D_RS_ZENABLE,
WINED3D_RS_ZFUNC,
WINED3D_RS_ZWRITEENABLE,
};
static const DWORD pixel_states_texture[] =
{
WINED3D_TSS_ALPHA_ARG0,
WINED3D_TSS_ALPHA_ARG1,
WINED3D_TSS_ALPHA_ARG2,
WINED3D_TSS_ALPHA_OP,
WINED3D_TSS_BUMPENV_LOFFSET,
WINED3D_TSS_BUMPENV_LSCALE,
WINED3D_TSS_BUMPENV_MAT00,
WINED3D_TSS_BUMPENV_MAT01,
WINED3D_TSS_BUMPENV_MAT10,
WINED3D_TSS_BUMPENV_MAT11,
WINED3D_TSS_COLOR_ARG0,
WINED3D_TSS_COLOR_ARG1,
WINED3D_TSS_COLOR_ARG2,
WINED3D_TSS_COLOR_OP,
WINED3D_TSS_RESULT_ARG,
WINED3D_TSS_TEXCOORD_INDEX,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
};
static const DWORD pixel_states_sampler[] =
{
WINED3D_SAMP_ADDRESS_U,
WINED3D_SAMP_ADDRESS_V,
WINED3D_SAMP_ADDRESS_W,
WINED3D_SAMP_BORDER_COLOR,
WINED3D_SAMP_MAG_FILTER,
WINED3D_SAMP_MIN_FILTER,
WINED3D_SAMP_MIP_FILTER,
WINED3D_SAMP_MIPMAP_LOD_BIAS,
WINED3D_SAMP_MAX_MIP_LEVEL,
WINED3D_SAMP_MAX_ANISOTROPY,
WINED3D_SAMP_SRGB_TEXTURE,
WINED3D_SAMP_ELEMENT_INDEX,
};
static const DWORD vertex_states_render[] =
{
WINED3D_RS_ADAPTIVETESS_W,
WINED3D_RS_ADAPTIVETESS_X,
WINED3D_RS_ADAPTIVETESS_Y,
WINED3D_RS_ADAPTIVETESS_Z,
WINED3D_RS_AMBIENT,
WINED3D_RS_AMBIENTMATERIALSOURCE,
WINED3D_RS_CLIPPING,
WINED3D_RS_CLIPPLANEENABLE,
WINED3D_RS_COLORVERTEX,
WINED3D_RS_CULLMODE,
WINED3D_RS_DIFFUSEMATERIALSOURCE,
WINED3D_RS_EMISSIVEMATERIALSOURCE,
WINED3D_RS_ENABLEADAPTIVETESSELLATION,
WINED3D_RS_FOGCOLOR,
WINED3D_RS_FOGDENSITY,
WINED3D_RS_FOGENABLE,
WINED3D_RS_FOGEND,
WINED3D_RS_FOGSTART,
WINED3D_RS_FOGTABLEMODE,
WINED3D_RS_FOGVERTEXMODE,
WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
WINED3D_RS_LIGHTING,
WINED3D_RS_LOCALVIEWER,
WINED3D_RS_MAXTESSELLATIONLEVEL,
WINED3D_RS_MINTESSELLATIONLEVEL,
WINED3D_RS_MULTISAMPLEANTIALIAS,
WINED3D_RS_MULTISAMPLEMASK,
WINED3D_RS_NORMALDEGREE,
WINED3D_RS_NORMALIZENORMALS,
WINED3D_RS_PATCHEDGESTYLE,
WINED3D_RS_POINTSCALE_A,
WINED3D_RS_POINTSCALE_B,
WINED3D_RS_POINTSCALE_C,
WINED3D_RS_POINTSCALEENABLE,
WINED3D_RS_POINTSIZE,
WINED3D_RS_POINTSIZE_MAX,
WINED3D_RS_POINTSIZE_MIN,
WINED3D_RS_POINTSPRITEENABLE,
WINED3D_RS_POSITIONDEGREE,
WINED3D_RS_RANGEFOGENABLE,
WINED3D_RS_SHADEMODE,
WINED3D_RS_SPECULARENABLE,
WINED3D_RS_SPECULARMATERIALSOURCE,
WINED3D_RS_TWEENFACTOR,
WINED3D_RS_VERTEXBLEND,
};
static const DWORD vertex_states_texture[] =
{
WINED3D_TSS_TEXCOORD_INDEX,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
};
static const DWORD vertex_states_sampler[] =
{
WINED3D_SAMP_DMAP_OFFSET,
};
static inline void stateblock_set_bits(DWORD *map, UINT map_size)
{
DWORD mask = (1u << (map_size & 0x1f)) - 1;
memset(map, 0xff, (map_size >> 5) * sizeof(*map));
if (mask) map[map_size >> 5] = mask;
}
/* Set all members of a stateblock savedstate to the given value */
static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
{
unsigned int i;
/* Single values */
states->indices = 1;
states->material = 1;
states->viewport = 1;
states->vertexDecl = 1;
states->pixelShader = 1;
states->vertexShader = 1;
states->scissorRect = 1;
states->blend_state = 1;
/* Fixed size arrays */
states->streamSource = 0xffff;
states->streamFreq = 0xffff;
states->textures = 0xfffff;
stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
states->clipplane = (1u << MAX_CLIP_DISTANCES) - 1;
states->pixelShaderConstantsB = 0xffff;
states->pixelShaderConstantsI = 0xffff;
states->vertexShaderConstantsB = 0xffff;
states->vertexShaderConstantsI = 0xffff;
/* Dynamically sized arrays */
memset(states->ps_consts_f, TRUE, sizeof(BOOL) * ps_consts);
memset(states->vs_consts_f, TRUE, sizeof(BOOL) * vs_consts);
}
static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
{
DWORD texture_mask = 0;
WORD sampler_mask = 0;
unsigned int i;
states->pixelShader = 1;
states->blend_state = 1;
for (i = 0; i < ARRAY_SIZE(pixel_states_render); ++i)
{
DWORD rs = pixel_states_render[i];
states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
}
for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i)
texture_mask |= 1u << pixel_states_texture[i];
for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i)
sampler_mask |= 1u << pixel_states_sampler[i];
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
states->pixelShaderConstantsB = 0xffff;
states->pixelShaderConstantsI = 0xffff;
memset(states->ps_consts_f, TRUE, sizeof(BOOL) * num_constants);
}
static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
{
DWORD texture_mask = 0;
WORD sampler_mask = 0;
unsigned int i;
states->vertexDecl = 1;
states->vertexShader = 1;
for (i = 0; i < ARRAY_SIZE(vertex_states_render); ++i)
{
DWORD rs = vertex_states_render[i];
states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
}
for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i)
texture_mask |= 1u << vertex_states_texture[i];
for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i)
sampler_mask |= 1u << vertex_states_sampler[i];
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
states->vertexShaderConstantsB = 0xffff;
states->vertexShaderConstantsI = 0xffff;
memset(states->vs_consts_f, TRUE, sizeof(BOOL) * num_constants);
}
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
{
const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
unsigned int i, j;
for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
{
DWORD map = stateblock->changed.renderState[i];
for (j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
++stateblock->num_contained_render_states;
}
}
for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
{
DWORD map = stateblock->changed.transform[i];
for (j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
++stateblock->num_contained_transform_states;
}
}
for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
{
if (stateblock->changed.vs_consts_f[i])
{
stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
++stateblock->num_contained_vs_consts_f;
}
}
for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
{
if (stateblock->changed.vertexShaderConstantsI & (1u << i))
{
stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
++stateblock->num_contained_vs_consts_i;
}
}
for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
{
if (stateblock->changed.vertexShaderConstantsB & (1u << i))
{
stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
++stateblock->num_contained_vs_consts_b;
}
}
for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
{
if (stateblock->changed.ps_consts_f[i])
{
stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
++stateblock->num_contained_ps_consts_f;
}
}
for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
{
if (stateblock->changed.pixelShaderConstantsI & (1u << i))
{
stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
++stateblock->num_contained_ps_consts_i;
}
}
for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
{
if (stateblock->changed.pixelShaderConstantsB & (1u << i))
{
stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
++stateblock->num_contained_ps_consts_b;
}
}
for (i = 0; i < MAX_TEXTURES; ++i)
{
DWORD map = stateblock->changed.textureState[i];
for(j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
++stateblock->num_contained_tss_states;
}
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
DWORD map = stateblock->changed.samplerState[i];
for (j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
++stateblock->num_contained_sampler_states;
}
}
}
static void stateblock_init_lights(struct list *dst_map, struct list *src_map)
{
unsigned int i;
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
const struct wined3d_light_info *src_light;
LIST_FOR_EACH_ENTRY(src_light, &src_map[i], struct wined3d_light_info, entry)
{
struct wined3d_light_info *dst_light = heap_alloc(sizeof(*dst_light));
*dst_light = *src_light;
list_add_tail(&dst_map[i], &dst_light->entry);
}
}
}
ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
{
ULONG refcount = InterlockedIncrement(&stateblock->ref);
TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
return refcount;
}
void state_unbind_resources(struct wined3d_state *state)
{
struct wined3d_unordered_access_view *uav;
struct wined3d_shader_resource_view *srv;
struct wined3d_vertex_declaration *decl;
struct wined3d_sampler *sampler;
struct wined3d_texture *texture;
struct wined3d_buffer *buffer;
struct wined3d_shader *shader;
unsigned int i, j;
if ((decl = state->vertex_declaration))
{
state->vertex_declaration = NULL;
wined3d_vertex_declaration_decref(decl);
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
if ((texture = state->textures[i]))
{
state->textures[i] = NULL;
wined3d_texture_decref(texture);
}
}
for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
{
if ((buffer = state->stream_output[i].buffer))
{
state->stream_output[i].buffer = NULL;
wined3d_buffer_decref(buffer);
}
}
for (i = 0; i < MAX_STREAMS; ++i)
{
if ((buffer = state->streams[i].buffer))
{
state->streams[i].buffer = NULL;
wined3d_buffer_decref(buffer);
}
}
if ((buffer = state->index_buffer))
{
state->index_buffer = NULL;
wined3d_buffer_decref(buffer);
}
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
if ((shader = state->shader[i]))
{
state->shader[i] = NULL;
wined3d_shader_decref(shader);
}
for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
{
if ((buffer = state->cb[i][j]))
{
state->cb[i][j] = NULL;
wined3d_buffer_decref(buffer);
}
}
for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
{
if ((sampler = state->sampler[i][j]))
{
state->sampler[i][j] = NULL;
wined3d_sampler_decref(sampler);
}
}
for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
{
if ((srv = state->shader_resource_view[i][j]))
{
state->shader_resource_view[i][j] = NULL;
wined3d_shader_resource_view_decref(srv);
}
}
}
for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
{
for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
{
if ((uav = state->unordered_access_view[i][j]))
{
state->unordered_access_view[i][j] = NULL;
wined3d_unordered_access_view_decref(uav);
}
}
}
}
void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state)
{
struct wined3d_vertex_declaration *decl;
struct wined3d_texture *texture;
struct wined3d_buffer *buffer;
struct wined3d_shader *shader;
unsigned int i;
if ((decl = state->vertex_declaration))
{
state->vertex_declaration = NULL;
wined3d_vertex_declaration_decref(decl);
}
for (i = 0; i < MAX_STREAMS; ++i)
{
if ((buffer = state->streams[i].buffer))
{
state->streams[i].buffer = NULL;
wined3d_buffer_decref(buffer);
}
}
if ((buffer = state->index_buffer))
{
state->index_buffer = NULL;
wined3d_buffer_decref(buffer);
}
if ((shader = state->vs))
{
state->vs = NULL;
wined3d_shader_decref(shader);
}
if ((shader = state->ps))
{
state->ps = NULL;
wined3d_shader_decref(shader);
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
if ((texture = state->textures[i]))
{
state->textures[i] = NULL;
wined3d_texture_decref(texture);
}
}
}
void state_cleanup(struct wined3d_state *state)
{
unsigned int counter;
if (!(state->flags & WINED3D_STATE_NO_REF))
state_unbind_resources(state);
for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter)
{
state->light_state.lights[counter] = NULL;
}
for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
{
struct list *e1, *e2;
LIST_FOR_EACH_SAFE(e1, e2, &state->light_state.light_map[counter])
{
struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
list_remove(&light->entry);
heap_free(light);
}
}
}
ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
{
ULONG refcount = InterlockedDecrement(&stateblock->ref);
TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
if (!refcount)
{
state_cleanup(&stateblock->state);
wined3d_stateblock_state_cleanup(&stateblock->stateblock_state);
heap_free(stateblock);
}
return refcount;
}
struct wined3d_light_info *wined3d_light_state_get_light(const struct wined3d_light_state *state, unsigned int idx)
{
struct wined3d_light_info *light_info;
unsigned int hash_idx;
hash_idx = LIGHTMAP_HASHFUNC(idx);
LIST_FOR_EACH_ENTRY(light_info, &state->light_map[hash_idx], struct wined3d_light_info, entry)
{
if (light_info->OriginalIndex == idx)
return light_info;
}
return NULL;
}
HRESULT wined3d_light_state_set_light(struct wined3d_light_state *state, DWORD light_idx,
const struct wined3d_light *params, struct wined3d_light_info **light_info)
{
struct wined3d_light_info *object;
unsigned int hash_idx;
if (!(object = wined3d_light_state_get_light(state, light_idx)))
{
TRACE("Adding new light.\n");
if (!(object = heap_alloc_zero(sizeof(*object))))
{
ERR("Failed to allocate light info.\n");
return E_OUTOFMEMORY;
}
hash_idx = LIGHTMAP_HASHFUNC(light_idx);
list_add_head(&state->light_map[hash_idx], &object->entry);
object->glIndex = -1;
object->OriginalIndex = light_idx;
}
object->OriginalParms = *params;
*light_info = object;
return WINED3D_OK;
}
void wined3d_light_state_enable_light(struct wined3d_light_state *state, const struct wined3d_d3d_info *d3d_info,
struct wined3d_light_info *light_info, BOOL enable)
{
unsigned int light_count, i;
if (!(light_info->enabled = enable))
{
if (light_info->glIndex == -1)
{
TRACE("Light already disabled, nothing to do.\n");
return;
}
state->lights[light_info->glIndex] = NULL;
light_info->glIndex = -1;
return;
}
if (light_info->glIndex != -1)
{
TRACE("Light already enabled, nothing to do.\n");
return;
}
/* Find a free light. */
light_count = d3d_info->limits.active_light_count;
for (i = 0; i < light_count; ++i)
{
if (state->lights[i])
continue;
state->lights[i] = light_info;
light_info->glIndex = i;
return;
}
/* Our tests show that Windows returns D3D_OK in this situation, even with
* D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices.
* This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns
* TRUE * as well for those lights.
*
* TODO: Test how this affects rendering. */
WARN("Too many concurrently active lights.\n");
}
static void wined3d_state_record_lights(struct wined3d_light_state *dst_state,
const struct wined3d_light_state *src_state)
{
const struct wined3d_light_info *src;
struct wined3d_light_info *dst;
UINT i;
/* Lights... For a recorded state block, we just had a chain of actions
* to perform, so we need to walk that chain and update any actions which
* differ. */
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
LIST_FOR_EACH_ENTRY(dst, &dst_state->light_map[i], struct wined3d_light_info, entry)
{
if ((src = wined3d_light_state_get_light(src_state, dst->OriginalIndex)))
{
dst->OriginalParms = src->OriginalParms;
if (src->glIndex == -1 && dst->glIndex != -1)
{
/* Light disabled. */
dst_state->lights[dst->glIndex] = NULL;
}
else if (src->glIndex != -1 && dst->glIndex == -1)
{
/* Light enabled. */
dst_state->lights[src->glIndex] = dst;
}
dst->glIndex = src->glIndex;
}
else
{
/* This can happen if the light was originally created as a
* default light for SetLightEnable() while recording. */
WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
dst->OriginalIndex, dst_state, src_state);
dst->OriginalParms = WINED3D_default_light;
if (dst->glIndex != -1)
{
dst_state->lights[dst->glIndex] = NULL;
dst->glIndex = -1;
}
}
}
}
}
void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
{
const struct wined3d_stateblock_state *state = &stateblock->device->stateblock_state;
const struct wined3d_state *src_state = &stateblock->device->state;
unsigned int i;
DWORD map;
TRACE("stateblock %p.\n", stateblock);
TRACE("Capturing state %p.\n", src_state);
if (stateblock->changed.vertexShader && stateblock->stateblock_state.vs != state->vs)
{
TRACE("Updating vertex shader from %p to %p.\n", stateblock->stateblock_state.vs, state->vs);
if (state->vs)
wined3d_shader_incref(state->vs);
if (stateblock->stateblock_state.vs)
wined3d_shader_decref(stateblock->stateblock_state.vs);
stateblock->stateblock_state.vs = state->vs;
}
/* Vertex shader float constants. */
for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
{
unsigned int idx = stateblock->contained_vs_consts_f[i];
TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&state->vs_consts_f[idx]));
stateblock->stateblock_state.vs_consts_f[idx] = state->vs_consts_f[idx];
}
/* Vertex shader integer constants. */
for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
{
unsigned int idx = stateblock->contained_vs_consts_i[i];
TRACE("Setting vs_consts_i[%u] to %s.\n", idx, debug_ivec4(&state->vs_consts_i[idx]));
stateblock->stateblock_state.vs_consts_i[idx] = state->vs_consts_i[idx];
}
/* Vertex shader boolean constants. */
for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
{
unsigned int idx = stateblock->contained_vs_consts_b[i];
TRACE("Setting vs_consts_b[%u] to %s.\n",
idx, state->vs_consts_b[idx] ? "TRUE" : "FALSE");
stateblock->stateblock_state.vs_consts_b[idx] = state->vs_consts_b[idx];
}
/* Pixel shader float constants. */
for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
{
unsigned int idx = stateblock->contained_ps_consts_f[i];
TRACE("Setting ps_consts_f[%u] to %s.\n", idx, debug_vec4(&state->ps_consts_f[idx]));
stateblock->stateblock_state.ps_consts_f[idx] = state->ps_consts_f[idx];
}
/* Pixel shader integer constants. */
for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
{
unsigned int idx = stateblock->contained_ps_consts_i[i];
TRACE("Setting ps_consts_i[%u] to %s.\n", idx, debug_ivec4(&state->ps_consts_i[idx]));
stateblock->stateblock_state.ps_consts_i[idx] = state->ps_consts_i[idx];
}
/* Pixel shader boolean constants. */
for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
{
unsigned int idx = stateblock->contained_ps_consts_b[i];
TRACE("Setting ps_consts_b[%u] to %s.\n",
idx, state->ps_consts_b[idx] ? "TRUE" : "FALSE");
stateblock->stateblock_state.ps_consts_b[idx] = state->ps_consts_b[idx];
}
/* Others + Render & Texture */
for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{
enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
TRACE("Updating transform %#x.\n", transform);
stateblock->stateblock_state.transforms[transform] = state->transforms[transform];
}
if (stateblock->changed.indices
&& ((stateblock->stateblock_state.index_buffer != state->index_buffer)
|| (stateblock->stateblock_state.base_vertex_index != state->base_vertex_index)
|| (stateblock->stateblock_state.index_format != state->index_format)))
{
TRACE("Updating index buffer to %p, base vertex index to %d.\n",
state->index_buffer, state->base_vertex_index);
if (state->index_buffer)
wined3d_buffer_incref(state->index_buffer);
if (stateblock->stateblock_state.index_buffer)
wined3d_buffer_decref(stateblock->stateblock_state.index_buffer);
stateblock->stateblock_state.index_buffer = state->index_buffer;
stateblock->stateblock_state.base_vertex_index = state->base_vertex_index;
stateblock->stateblock_state.index_format = state->index_format;
}
if (stateblock->changed.vertexDecl && stateblock->stateblock_state.vertex_declaration != state->vertex_declaration)
{
TRACE("Updating vertex declaration from %p to %p.\n",
stateblock->stateblock_state.vertex_declaration, state->vertex_declaration);
if (state->vertex_declaration)
wined3d_vertex_declaration_incref(state->vertex_declaration);
if (stateblock->stateblock_state.vertex_declaration)
wined3d_vertex_declaration_decref(stateblock->stateblock_state.vertex_declaration);
stateblock->stateblock_state.vertex_declaration = state->vertex_declaration;
}
if (stateblock->changed.material
&& memcmp(&state->material, &stateblock->stateblock_state.material,
sizeof(stateblock->stateblock_state.material)))
{
TRACE("Updating material.\n");
stateblock->stateblock_state.material = state->material;
}
if (stateblock->changed.viewport
&& memcmp(&state->viewport, &stateblock->stateblock_state.viewport, sizeof(state->viewport)))
{
TRACE("Updating viewport.\n");
stateblock->stateblock_state.viewport = state->viewport;
}
if (stateblock->changed.scissorRect
&& memcmp(&state->scissor_rect, &stateblock->stateblock_state.scissor_rect, sizeof(state->scissor_rect)))
{
TRACE("Updating scissor rect.\n");
stateblock->stateblock_state.scissor_rect = state->scissor_rect;
}
if (stateblock->changed.blend_state
&& memcmp(&state->blend_factor, &stateblock->stateblock_state.blend_factor,
sizeof(stateblock->stateblock_state.blend_factor)))
{
TRACE("Updating blend factor.\n");
stateblock->stateblock_state.blend_factor = state->blend_factor;
}
map = stateblock->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (stateblock->stateblock_state.streams[i].stride != state->streams[i].stride
|| stateblock->stateblock_state.streams[i].buffer != state->streams[i].buffer)
{
TRACE("Updating stream source %u to %p, stride to %u.\n",
i, state->streams[i].buffer,
state->streams[i].stride);
stateblock->stateblock_state.streams[i].stride = state->streams[i].stride;
if (state->streams[i].buffer)
wined3d_buffer_incref(state->streams[i].buffer);
if (stateblock->stateblock_state.streams[i].buffer)
wined3d_buffer_decref(stateblock->stateblock_state.streams[i].buffer);
stateblock->stateblock_state.streams[i].buffer = state->streams[i].buffer;
}
}
map = stateblock->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (stateblock->stateblock_state.streams[i].frequency != state->streams[i].frequency
|| stateblock->stateblock_state.streams[i].flags != state->streams[i].flags)
{
TRACE("Updating stream frequency %u to %u flags to %#x.\n",
i, state->streams[i].frequency, state->streams[i].flags);
stateblock->stateblock_state.streams[i].frequency = state->streams[i].frequency;
stateblock->stateblock_state.streams[i].flags = state->streams[i].flags;
}
}
map = stateblock->changed.clipplane;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (memcmp(&stateblock->stateblock_state.clip_planes[i], &state->clip_planes[i], sizeof(state->clip_planes[i])))
{
TRACE("Updating clipplane %u.\n", i);
stateblock->stateblock_state.clip_planes[i] = state->clip_planes[i];
}
}
/* Render */
for (i = 0; i < stateblock->num_contained_render_states; ++i)
{
enum wined3d_render_state rs = stateblock->contained_render_states[i];
TRACE("Updating render state %#x to %u.\n", rs, state->rs[rs]);
stateblock->stateblock_state.rs[rs] = state->rs[rs];
}
/* Texture states */
for (i = 0; i < stateblock->num_contained_tss_states; ++i)
{
DWORD stage = stateblock->contained_tss_states[i].stage;
DWORD texture_state = stateblock->contained_tss_states[i].state;
TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, texture_state,
state->texture_states[stage][texture_state],
stateblock->stateblock_state.texture_states[stage][texture_state]);
stateblock->stateblock_state.texture_states[stage][texture_state] = state->texture_states[stage][texture_state];
}
/* Samplers */
map = stateblock->changed.textures;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
TRACE("Updating texture %u to %p (was %p).\n",
i, state->textures[i], stateblock->stateblock_state.textures[i]);
if (state->textures[i])
wined3d_texture_incref(state->textures[i]);
if (stateblock->stateblock_state.textures[i])
wined3d_texture_decref(stateblock->stateblock_state.textures[i]);
stateblock->stateblock_state.textures[i] = state->textures[i];
}
for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
{
DWORD stage = stateblock->contained_sampler_states[i].stage;
DWORD sampler_state = stateblock->contained_sampler_states[i].state;
TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, sampler_state,
state->sampler_states[stage][sampler_state],
stateblock->stateblock_state.sampler_states[stage][sampler_state]);
stateblock->stateblock_state.sampler_states[stage][sampler_state] = state->sampler_states[stage][sampler_state];
}
if (stateblock->changed.pixelShader && stateblock->stateblock_state.ps != state->ps)
{
if (state->ps)
wined3d_shader_incref(state->ps);
if (stateblock->stateblock_state.ps)
wined3d_shader_decref(stateblock->stateblock_state.ps);
stateblock->stateblock_state.ps = state->ps;
}
wined3d_state_record_lights(&stateblock->stateblock_state.light_state, &state->light_state);
TRACE("Capture done.\n");
}
void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
{
struct wined3d_stateblock_state *state = &stateblock->device->stateblock_state;
struct wined3d_device *device = stateblock->device;
unsigned int i;
DWORD map;
TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
if (stateblock->changed.vertexShader)
{
if (stateblock->stateblock_state.vs)
wined3d_shader_incref(stateblock->stateblock_state.vs);
if (state->vs)
wined3d_shader_decref(state->vs);
state->vs = stateblock->stateblock_state.vs;
wined3d_device_set_vertex_shader(device, stateblock->stateblock_state.vs);
}
/* Vertex Shader Constants. */
for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
{
state->vs_consts_f[i] = stateblock->stateblock_state.vs_consts_f[i];
wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
1, &stateblock->stateblock_state.vs_consts_f[stateblock->contained_vs_consts_f[i]]);
}
for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
{
state->vs_consts_i[i] = stateblock->stateblock_state.vs_consts_i[i];
wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
1, &stateblock->stateblock_state.vs_consts_i[stateblock->contained_vs_consts_i[i]]);
}
for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
{
state->vs_consts_b[i] = stateblock->stateblock_state.vs_consts_b[i];
wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
1, &stateblock->stateblock_state.vs_consts_b[stateblock->contained_vs_consts_b[i]]);
}
for (i = 0; i < ARRAY_SIZE(stateblock->stateblock_state.light_state.light_map); ++i)
{
const struct wined3d_light_info *light;
struct wined3d_light_info *new_light;
LIST_FOR_EACH_ENTRY(light, &stateblock->stateblock_state.light_state.light_map[i], struct wined3d_light_info, entry)
{
if (SUCCEEDED(wined3d_light_state_set_light(&state->light_state, light->OriginalIndex,
&light->OriginalParms, &new_light)))
{
wined3d_light_state_enable_light(&state->light_state, &device->adapter->d3d_info, new_light, light->glIndex != -1);
}
wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
}
}
if (stateblock->changed.pixelShader)
{
if (stateblock->stateblock_state.ps)
wined3d_shader_incref(stateblock->stateblock_state.ps);
if (state->ps)
wined3d_shader_decref(state->ps);
state->ps = stateblock->stateblock_state.ps;
wined3d_device_set_pixel_shader(device, stateblock->stateblock_state.ps);
}
/* Pixel Shader Constants. */
for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
{
state->ps_consts_f[i] = stateblock->stateblock_state.ps_consts_f[i];
wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
1, &stateblock->stateblock_state.ps_consts_f[stateblock->contained_ps_consts_f[i]]);
}
for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
{
state->ps_consts_i[i] = stateblock->stateblock_state.ps_consts_i[i];
wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
1, &stateblock->stateblock_state.ps_consts_i[stateblock->contained_ps_consts_i[i]]);
}
for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
{
state->ps_consts_b[i] = stateblock->stateblock_state.ps_consts_b[i];
wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
1, &stateblock->stateblock_state.ps_consts_b[stateblock->contained_ps_consts_b[i]]);
}
/* Render states. */
for (i = 0; i < stateblock->num_contained_render_states; ++i)
{
state->rs[i] = stateblock->stateblock_state.rs[i];
wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
stateblock->stateblock_state.rs[stateblock->contained_render_states[i]]);
}
/* Texture states. */
for (i = 0; i < stateblock->num_contained_tss_states; ++i)
{
DWORD stage = stateblock->contained_tss_states[i].stage;
DWORD texture_state = stateblock->contained_tss_states[i].state;
state->texture_states[stage][texture_state] = stateblock->stateblock_state.texture_states[stage][texture_state];
wined3d_device_set_texture_stage_state(device, stage, texture_state,
stateblock->stateblock_state.texture_states[stage][texture_state]);
}
/* Sampler states. */
for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
{
DWORD stage = stateblock->contained_sampler_states[i].stage;
DWORD sampler_state = stateblock->contained_sampler_states[i].state;
DWORD value = stateblock->stateblock_state.sampler_states[stage][sampler_state];
state->sampler_states[stage][sampler_state] = value;
if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
wined3d_device_set_sampler_state(device, stage, sampler_state, value);
}
/* Transform states. */
for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{
enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
state->transforms[transform] = stateblock->stateblock_state.transforms[transform];
wined3d_device_set_transform(device, transform, &stateblock->stateblock_state.transforms[transform]);
}
if (stateblock->changed.indices)
{
if (stateblock->stateblock_state.index_buffer)
wined3d_buffer_incref(stateblock->stateblock_state.index_buffer);
if (state->index_buffer)
wined3d_buffer_decref(state->index_buffer);
state->index_buffer = stateblock->stateblock_state.index_buffer;
state->index_format = stateblock->stateblock_state.index_format;
state->base_vertex_index = stateblock->stateblock_state.base_vertex_index;
wined3d_device_set_index_buffer(device, stateblock->stateblock_state.index_buffer,
stateblock->stateblock_state.index_format, 0);
wined3d_device_set_base_vertex_index(device, stateblock->stateblock_state.base_vertex_index);
}
if (stateblock->changed.vertexDecl && stateblock->stateblock_state.vertex_declaration)
{
if (stateblock->stateblock_state.vertex_declaration)
wined3d_vertex_declaration_incref(stateblock->stateblock_state.vertex_declaration);
if (state->vertex_declaration)
wined3d_vertex_declaration_decref(state->vertex_declaration);
state->vertex_declaration = stateblock->stateblock_state.vertex_declaration;
wined3d_device_set_vertex_declaration(device, stateblock->stateblock_state.vertex_declaration);
}
if (stateblock->changed.material)
{
state->material = stateblock->stateblock_state.material;
wined3d_device_set_material(device, &stateblock->stateblock_state.material);
}
if (stateblock->changed.viewport)
{
state->viewport = stateblock->stateblock_state.viewport;
wined3d_device_set_viewports(device, 1, &stateblock->stateblock_state.viewport);
}
if (stateblock->changed.scissorRect)
{
state->scissor_rect = stateblock->stateblock_state.scissor_rect;
wined3d_device_set_scissor_rects(device, 1, &stateblock->stateblock_state.scissor_rect);
}
if (stateblock->changed.blend_state)
{
state->blend_factor = stateblock->stateblock_state.blend_factor;
wined3d_device_set_blend_state(device, NULL, &stateblock->stateblock_state.blend_factor);
}
map = stateblock->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
state->streams[i].stride = stateblock->stateblock_state.streams[i].stride;
if (stateblock->stateblock_state.streams[i].buffer)
wined3d_buffer_incref(stateblock->stateblock_state.streams[i].buffer);
if (state->streams[i].buffer)
wined3d_buffer_decref(state->streams[i].buffer);
state->streams[i].buffer = stateblock->stateblock_state.streams[i].buffer;
wined3d_device_set_stream_source(device, i,
stateblock->stateblock_state.streams[i].buffer,
0, stateblock->stateblock_state.streams[i].stride);
}
map = stateblock->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
state->streams[i].frequency = stateblock->stateblock_state.streams[i].frequency;
state->streams[i].flags = stateblock->stateblock_state.streams[i].flags;
wined3d_device_set_stream_source_freq(device, i,
stateblock->stateblock_state.streams[i].frequency | stateblock->stateblock_state.streams[i].flags);
}
map = stateblock->changed.textures;
for (i = 0; map; map >>= 1, ++i)
{
DWORD stage;
if (!(map & 1)) continue;
stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
if (stateblock->stateblock_state.textures[i])
wined3d_texture_incref(stateblock->stateblock_state.textures[i]);
if (state->textures[i])
wined3d_texture_decref(state->textures[i]);
state->textures[i] = stateblock->stateblock_state.textures[i];
wined3d_device_set_texture(device, stage, stateblock->stateblock_state.textures[i]);
}
map = stateblock->changed.clipplane;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
state->clip_planes[i] = stateblock->stateblock_state.clip_planes[i];
wined3d_device_set_clip_plane(device, i, &stateblock->stateblock_state.clip_planes[i]);
}
TRACE("Applied stateblock %p.\n", stateblock);
}
static void init_default_render_states(DWORD rs[WINEHIGHEST_RENDER_STATE + 1], const struct wined3d_d3d_info *d3d_info)
{
union
{
struct wined3d_line_pattern lp;
DWORD d;
} lp;
union
{
float f;
DWORD d;
} tmpfloat;
rs[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
rs[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
rs[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
lp.lp.repeat_factor = 0;
lp.lp.line_pattern = 0;
rs[WINED3D_RS_LINEPATTERN] = lp.d;
rs[WINED3D_RS_ZWRITEENABLE] = TRUE;
rs[WINED3D_RS_ALPHATESTENABLE] = FALSE;
rs[WINED3D_RS_LASTPIXEL] = TRUE;
rs[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
rs[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
rs[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK;
rs[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
rs[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
rs[WINED3D_RS_ALPHAREF] = 0;
rs[WINED3D_RS_DITHERENABLE] = FALSE;
rs[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
rs[WINED3D_RS_FOGENABLE] = FALSE;
rs[WINED3D_RS_SPECULARENABLE] = FALSE;
rs[WINED3D_RS_ZVISIBLE] = 0;
rs[WINED3D_RS_FOGCOLOR] = 0;
rs[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_FOGSTART] = tmpfloat.d;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_FOGEND] = tmpfloat.d;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
rs[WINED3D_RS_EDGEANTIALIAS] = FALSE;
rs[WINED3D_RS_RANGEFOGENABLE] = FALSE;
rs[WINED3D_RS_STENCILENABLE] = FALSE;
rs[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_STENCILREF] = 0;
rs[WINED3D_RS_STENCILMASK] = 0xffffffff;
rs[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
rs[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
rs[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
rs[WINED3D_RS_WRAP0] = 0;
rs[WINED3D_RS_WRAP1] = 0;
rs[WINED3D_RS_WRAP2] = 0;
rs[WINED3D_RS_WRAP3] = 0;
rs[WINED3D_RS_WRAP4] = 0;
rs[WINED3D_RS_WRAP5] = 0;
rs[WINED3D_RS_WRAP6] = 0;
rs[WINED3D_RS_WRAP7] = 0;
rs[WINED3D_RS_CLIPPING] = TRUE;
rs[WINED3D_RS_LIGHTING] = TRUE;
rs[WINED3D_RS_AMBIENT] = 0;
rs[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
rs[WINED3D_RS_COLORVERTEX] = TRUE;
rs[WINED3D_RS_LOCALVIEWER] = TRUE;
rs[WINED3D_RS_NORMALIZENORMALS] = FALSE;
rs[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
rs[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
rs[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
rs[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
rs[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
rs[WINED3D_RS_CLIPPLANEENABLE] = 0;
rs[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_POINTSIZE] = tmpfloat.d;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
rs[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
rs[WINED3D_RS_POINTSCALEENABLE] = FALSE;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
rs[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
rs[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
rs[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
rs[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
tmpfloat.f = d3d_info->limits.pointsize_max;
rs[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
rs[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
rs[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
rs[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
rs[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
rs[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
/* states new in d3d9 */
rs[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
rs[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
rs[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
rs[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
rs[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
rs[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
rs[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
rs[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS;
rs[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
rs[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
rs[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
rs[WINED3D_RS_SRGBWRITEENABLE] = 0;
rs[WINED3D_RS_DEPTHBIAS] = 0;
rs[WINED3D_RS_WRAP8] = 0;
rs[WINED3D_RS_WRAP9] = 0;
rs[WINED3D_RS_WRAP10] = 0;
rs[WINED3D_RS_WRAP11] = 0;
rs[WINED3D_RS_WRAP12] = 0;
rs[WINED3D_RS_WRAP13] = 0;
rs[WINED3D_RS_WRAP14] = 0;
rs[WINED3D_RS_WRAP15] = 0;
rs[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
rs[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
rs[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
rs[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
}
static void init_default_texture_state(unsigned int i, DWORD stage[WINED3D_HIGHEST_TEXTURE_STATE + 1])
{
stage[WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
stage[WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
stage[WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
stage[WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
stage[WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
stage[WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
stage[WINED3D_TSS_BUMPENV_MAT00] = 0;
stage[WINED3D_TSS_BUMPENV_MAT01] = 0;
stage[WINED3D_TSS_BUMPENV_MAT10] = 0;
stage[WINED3D_TSS_BUMPENV_MAT11] = 0;
stage[WINED3D_TSS_TEXCOORD_INDEX] = i;
stage[WINED3D_TSS_BUMPENV_LSCALE] = 0;
stage[WINED3D_TSS_BUMPENV_LOFFSET] = 0;
stage[WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
stage[WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
stage[WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
stage[WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
}
static void init_default_sampler_states(DWORD states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1])
{
unsigned int i;
for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
{
TRACE("Setting up default samplers states for sampler %u.\n", i);
states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
/* TODO: Indicates which element of a multielement texture to use. */
states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
/* TODO: Vertex offset in the presampled displacement map. */
states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
}
}
static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
{
unsigned int i;
struct wined3d_matrix identity;
TRACE("state %p, d3d_info %p.\n", state, d3d_info);
get_identity_matrix(&identity);
state->gl_primitive_type = ~0u;
state->gl_patch_vertices = 0;
/* Set some of the defaults for lights, transforms etc */
state->transforms[WINED3D_TS_PROJECTION] = identity;
state->transforms[WINED3D_TS_VIEW] = identity;
for (i = 0; i < 256; ++i)
{
state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
}
init_default_render_states(state->render_states, d3d_info);
/* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < MAX_TEXTURES; ++i)
{
TRACE("Setting up default texture states for texture Stage %u.\n", i);
state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
init_default_texture_state(i, state->texture_states[i]);
}
init_default_sampler_states(state->sampler_states);
state->blend_factor.r = 1.0f;
state->blend_factor.g = 1.0f;
state->blend_factor.b = 1.0f;
state->blend_factor.a = 1.0f;
for (i = 0; i < MAX_STREAMS; ++i)
state->streams[i].frequency = 1;
}
void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
const struct wined3d_d3d_info *d3d_info, DWORD flags)
{
unsigned int i;
state->flags = flags;
state->fb = fb;
for (i = 0; i < LIGHTMAP_SIZE; i++)
{
list_init(&state->light_state.light_map[i]);
}
if (flags & WINED3D_STATE_INIT_DEFAULT)
state_init_default(state, d3d_info);
}
static void stateblock_state_init_default(struct wined3d_stateblock_state *state,
const struct wined3d_d3d_info *d3d_info)
{
struct wined3d_matrix identity;
unsigned int i;
get_identity_matrix(&identity);
state->transforms[WINED3D_TS_PROJECTION] = identity;
state->transforms[WINED3D_TS_VIEW] = identity;
for (i = 0; i < 256; ++i)
{
state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
}
init_default_render_states(state->rs, d3d_info);
for (i = 0; i < MAX_TEXTURES; ++i)
{
state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
init_default_texture_state(i, state->texture_states[i]);
}
init_default_sampler_states(state->sampler_states);
state->blend_factor.r = 1.0f;
state->blend_factor.g = 1.0f;
state->blend_factor.b = 1.0f;
state->blend_factor.a = 1.0f;
for (i = 0; i < MAX_STREAMS; ++i)
state->streams[i].frequency = 1;
}
void wined3d_stateblock_state_init(struct wined3d_stateblock_state *state,
const struct wined3d_device *device, DWORD flags)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(state->light_state.light_map); i++)
{
list_init(&state->light_state.light_map[i]);
}
if (flags & WINED3D_STATE_INIT_DEFAULT)
stateblock_state_init_default(state, &device->adapter->d3d_info);
}
static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
struct wined3d_device *device, enum wined3d_stateblock_type type)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
stateblock->ref = 1;
stateblock->device = device;
state_init(&stateblock->state, NULL, d3d_info, 0);
wined3d_stateblock_state_init(&stateblock->stateblock_state, device, 0);
if (type == WINED3D_SBT_RECORDED)
return WINED3D_OK;
TRACE("Updating changed flags appropriate for type %#x.\n", type);
switch (type)
{
case WINED3D_SBT_ALL:
stateblock_init_lights(stateblock->stateblock_state.light_state.light_map,
device->stateblock_state.light_state.light_map);
stateblock_savedstates_set_all(&stateblock->changed,
d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
break;
case WINED3D_SBT_PIXEL_STATE:
stateblock_savedstates_set_pixel(&stateblock->changed,
d3d_info->limits.ps_uniform_count);
break;
case WINED3D_SBT_VERTEX_STATE:
stateblock_init_lights(stateblock->stateblock_state.light_state.light_map,
device->stateblock_state.light_state.light_map);
stateblock_savedstates_set_vertex(&stateblock->changed,
d3d_info->limits.vs_uniform_count);
break;
default:
FIXME("Unrecognized state block type %#x.\n", type);
break;
}
stateblock_init_contained_states(stateblock);
wined3d_stateblock_capture(stateblock);
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
{
struct wined3d_stateblock *object;
HRESULT hr;
TRACE("device %p, type %#x, stateblock %p.\n",
device, type, stateblock);
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
hr = stateblock_init(object, device, type);
if (FAILED(hr))
{
WARN("Failed to initialize stateblock, hr %#x.\n", hr);
heap_free(object);
return hr;
}
TRACE("Created stateblock %p.\n", object);
*stateblock = object;
return WINED3D_OK;
}