1794 lines
62 KiB
C
1794 lines
62 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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* Copyright 2009 Henri Verbeet 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 "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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static const DWORD pixel_states_render[] =
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{
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WINED3D_RS_ALPHABLENDENABLE,
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WINED3D_RS_ALPHAFUNC,
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WINED3D_RS_ALPHAREF,
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WINED3D_RS_ALPHATESTENABLE,
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WINED3D_RS_ANTIALIASEDLINEENABLE,
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WINED3D_RS_BLENDOP,
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WINED3D_RS_BLENDOPALPHA,
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WINED3D_RS_BACK_STENCILFAIL,
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WINED3D_RS_BACK_STENCILPASS,
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WINED3D_RS_BACK_STENCILZFAIL,
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WINED3D_RS_COLORWRITEENABLE,
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WINED3D_RS_COLORWRITEENABLE1,
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WINED3D_RS_COLORWRITEENABLE2,
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WINED3D_RS_COLORWRITEENABLE3,
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WINED3D_RS_DEPTHBIAS,
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WINED3D_RS_DESTBLEND,
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WINED3D_RS_DESTBLENDALPHA,
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WINED3D_RS_DITHERENABLE,
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WINED3D_RS_FILLMODE,
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WINED3D_RS_FOGDENSITY,
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WINED3D_RS_FOGEND,
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WINED3D_RS_FOGSTART,
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WINED3D_RS_LASTPIXEL,
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WINED3D_RS_SCISSORTESTENABLE,
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WINED3D_RS_SEPARATEALPHABLENDENABLE,
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WINED3D_RS_SHADEMODE,
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WINED3D_RS_SLOPESCALEDEPTHBIAS,
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WINED3D_RS_SRCBLEND,
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WINED3D_RS_SRCBLENDALPHA,
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WINED3D_RS_SRGBWRITEENABLE,
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WINED3D_RS_STENCILENABLE,
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WINED3D_RS_STENCILFAIL,
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WINED3D_RS_STENCILFUNC,
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WINED3D_RS_STENCILMASK,
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WINED3D_RS_STENCILPASS,
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WINED3D_RS_STENCILREF,
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WINED3D_RS_STENCILWRITEMASK,
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WINED3D_RS_STENCILZFAIL,
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WINED3D_RS_TEXTUREFACTOR,
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WINED3D_RS_TWOSIDEDSTENCILMODE,
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WINED3D_RS_WRAP0,
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WINED3D_RS_WRAP1,
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WINED3D_RS_WRAP10,
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WINED3D_RS_WRAP11,
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WINED3D_RS_WRAP12,
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WINED3D_RS_WRAP13,
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WINED3D_RS_WRAP14,
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WINED3D_RS_WRAP15,
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WINED3D_RS_WRAP2,
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WINED3D_RS_WRAP3,
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WINED3D_RS_WRAP4,
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WINED3D_RS_WRAP5,
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WINED3D_RS_WRAP6,
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WINED3D_RS_WRAP7,
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WINED3D_RS_WRAP8,
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WINED3D_RS_WRAP9,
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WINED3D_RS_ZENABLE,
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WINED3D_RS_ZFUNC,
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WINED3D_RS_ZWRITEENABLE,
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};
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static const DWORD pixel_states_texture[] =
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{
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WINED3D_TSS_ALPHA_ARG0,
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WINED3D_TSS_ALPHA_ARG1,
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WINED3D_TSS_ALPHA_ARG2,
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WINED3D_TSS_ALPHA_OP,
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WINED3D_TSS_BUMPENV_LOFFSET,
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WINED3D_TSS_BUMPENV_LSCALE,
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WINED3D_TSS_BUMPENV_MAT00,
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WINED3D_TSS_BUMPENV_MAT01,
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WINED3D_TSS_BUMPENV_MAT10,
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WINED3D_TSS_BUMPENV_MAT11,
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WINED3D_TSS_COLOR_ARG0,
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WINED3D_TSS_COLOR_ARG1,
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WINED3D_TSS_COLOR_ARG2,
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WINED3D_TSS_COLOR_OP,
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WINED3D_TSS_RESULT_ARG,
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WINED3D_TSS_TEXCOORD_INDEX,
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WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
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};
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static const DWORD pixel_states_sampler[] =
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{
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WINED3D_SAMP_ADDRESS_U,
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WINED3D_SAMP_ADDRESS_V,
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WINED3D_SAMP_ADDRESS_W,
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WINED3D_SAMP_BORDER_COLOR,
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WINED3D_SAMP_MAG_FILTER,
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WINED3D_SAMP_MIN_FILTER,
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WINED3D_SAMP_MIP_FILTER,
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WINED3D_SAMP_MIPMAP_LOD_BIAS,
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WINED3D_SAMP_MAX_MIP_LEVEL,
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WINED3D_SAMP_MAX_ANISOTROPY,
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WINED3D_SAMP_SRGB_TEXTURE,
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WINED3D_SAMP_ELEMENT_INDEX,
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};
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static const DWORD vertex_states_render[] =
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{
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WINED3D_RS_ADAPTIVETESS_W,
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WINED3D_RS_ADAPTIVETESS_X,
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WINED3D_RS_ADAPTIVETESS_Y,
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WINED3D_RS_ADAPTIVETESS_Z,
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WINED3D_RS_AMBIENT,
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WINED3D_RS_AMBIENTMATERIALSOURCE,
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WINED3D_RS_CLIPPING,
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WINED3D_RS_CLIPPLANEENABLE,
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WINED3D_RS_COLORVERTEX,
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WINED3D_RS_CULLMODE,
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WINED3D_RS_DIFFUSEMATERIALSOURCE,
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WINED3D_RS_EMISSIVEMATERIALSOURCE,
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WINED3D_RS_ENABLEADAPTIVETESSELLATION,
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WINED3D_RS_FOGCOLOR,
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WINED3D_RS_FOGDENSITY,
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WINED3D_RS_FOGENABLE,
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WINED3D_RS_FOGEND,
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WINED3D_RS_FOGSTART,
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WINED3D_RS_FOGTABLEMODE,
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WINED3D_RS_FOGVERTEXMODE,
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WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
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WINED3D_RS_LIGHTING,
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WINED3D_RS_LOCALVIEWER,
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WINED3D_RS_MAXTESSELLATIONLEVEL,
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WINED3D_RS_MINTESSELLATIONLEVEL,
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WINED3D_RS_MULTISAMPLEANTIALIAS,
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WINED3D_RS_MULTISAMPLEMASK,
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WINED3D_RS_NORMALDEGREE,
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WINED3D_RS_NORMALIZENORMALS,
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WINED3D_RS_PATCHEDGESTYLE,
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WINED3D_RS_POINTSCALE_A,
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WINED3D_RS_POINTSCALE_B,
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WINED3D_RS_POINTSCALE_C,
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WINED3D_RS_POINTSCALEENABLE,
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WINED3D_RS_POINTSIZE,
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WINED3D_RS_POINTSIZE_MAX,
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WINED3D_RS_POINTSIZE_MIN,
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WINED3D_RS_POINTSPRITEENABLE,
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WINED3D_RS_POSITIONDEGREE,
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WINED3D_RS_RANGEFOGENABLE,
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WINED3D_RS_SHADEMODE,
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WINED3D_RS_SPECULARENABLE,
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WINED3D_RS_SPECULARMATERIALSOURCE,
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WINED3D_RS_TWEENFACTOR,
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WINED3D_RS_VERTEXBLEND,
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};
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static const DWORD vertex_states_texture[] =
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{
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WINED3D_TSS_TEXCOORD_INDEX,
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WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
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};
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static const DWORD vertex_states_sampler[] =
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{
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WINED3D_SAMP_DMAP_OFFSET,
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};
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static inline void stateblock_set_bits(DWORD *map, UINT map_size)
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{
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DWORD mask = (1u << (map_size & 0x1f)) - 1;
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memset(map, 0xff, (map_size >> 5) * sizeof(*map));
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if (mask) map[map_size >> 5] = mask;
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}
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/* Set all members of a stateblock savedstate to the given value */
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static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
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{
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unsigned int i;
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/* Single values */
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states->indices = 1;
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states->material = 1;
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states->viewport = 1;
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states->vertexDecl = 1;
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states->pixelShader = 1;
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states->vertexShader = 1;
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states->scissorRect = 1;
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states->blend_state = 1;
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/* Fixed size arrays */
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states->streamSource = 0xffff;
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states->streamFreq = 0xffff;
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states->textures = 0xfffff;
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stateblock_set_bits(states->transform, WINED3D_HIGHEST_TRANSFORM_STATE + 1);
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stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
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for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
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for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
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states->clipplane = (1u << WINED3D_MAX_CLIP_DISTANCES) - 1;
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states->pixelShaderConstantsB = 0xffff;
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states->pixelShaderConstantsI = 0xffff;
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states->vertexShaderConstantsB = 0xffff;
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states->vertexShaderConstantsI = 0xffff;
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/* Dynamically sized arrays */
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memset(states->ps_consts_f, TRUE, sizeof(BOOL) * ps_consts);
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memset(states->vs_consts_f, TRUE, sizeof(BOOL) * vs_consts);
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}
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static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
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{
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DWORD texture_mask = 0;
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WORD sampler_mask = 0;
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unsigned int i;
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states->pixelShader = 1;
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states->blend_state = 1;
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for (i = 0; i < ARRAY_SIZE(pixel_states_render); ++i)
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{
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DWORD rs = pixel_states_render[i];
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states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
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}
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for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i)
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texture_mask |= 1u << pixel_states_texture[i];
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for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
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for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i)
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sampler_mask |= 1u << pixel_states_sampler[i];
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for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
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states->pixelShaderConstantsB = 0xffff;
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states->pixelShaderConstantsI = 0xffff;
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memset(states->ps_consts_f, TRUE, sizeof(BOOL) * num_constants);
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}
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static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
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{
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DWORD texture_mask = 0;
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WORD sampler_mask = 0;
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unsigned int i;
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states->vertexDecl = 1;
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states->vertexShader = 1;
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for (i = 0; i < ARRAY_SIZE(vertex_states_render); ++i)
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{
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DWORD rs = vertex_states_render[i];
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states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
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}
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for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i)
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texture_mask |= 1u << vertex_states_texture[i];
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for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
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for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i)
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sampler_mask |= 1u << vertex_states_sampler[i];
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for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
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states->vertexShaderConstantsB = 0xffff;
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states->vertexShaderConstantsI = 0xffff;
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memset(states->vs_consts_f, TRUE, sizeof(BOOL) * num_constants);
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}
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void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
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{
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const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
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unsigned int i, j;
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for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
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{
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DWORD map = stateblock->changed.renderState[i];
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for (j = 0; map; map >>= 1, ++j)
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{
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if (!(map & 1)) continue;
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stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
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++stateblock->num_contained_render_states;
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}
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}
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for (i = 0; i <= WINED3D_HIGHEST_TRANSFORM_STATE >> 5; ++i)
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{
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DWORD map = stateblock->changed.transform[i];
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for (j = 0; map; map >>= 1, ++j)
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{
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if (!(map & 1)) continue;
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stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
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++stateblock->num_contained_transform_states;
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}
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}
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for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
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{
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if (stateblock->changed.vs_consts_f[i])
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{
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stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
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++stateblock->num_contained_vs_consts_f;
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}
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}
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for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
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{
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if (stateblock->changed.vertexShaderConstantsI & (1u << i))
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{
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stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
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++stateblock->num_contained_vs_consts_i;
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}
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}
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for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
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{
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if (stateblock->changed.vertexShaderConstantsB & (1u << i))
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{
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stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
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++stateblock->num_contained_vs_consts_b;
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}
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}
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for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
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{
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if (stateblock->changed.ps_consts_f[i])
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{
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stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
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++stateblock->num_contained_ps_consts_f;
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}
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}
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for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
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{
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if (stateblock->changed.pixelShaderConstantsI & (1u << i))
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{
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stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
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++stateblock->num_contained_ps_consts_i;
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}
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}
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for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
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{
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if (stateblock->changed.pixelShaderConstantsB & (1u << i))
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{
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stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
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++stateblock->num_contained_ps_consts_b;
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}
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}
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for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
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{
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DWORD map = stateblock->changed.textureState[i];
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for(j = 0; map; map >>= 1, ++j)
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{
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if (!(map & 1)) continue;
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stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
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stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
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++stateblock->num_contained_tss_states;
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}
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}
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for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
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{
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DWORD map = stateblock->changed.samplerState[i];
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for (j = 0; map; map >>= 1, ++j)
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{
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if (!(map & 1)) continue;
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stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
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stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
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++stateblock->num_contained_sampler_states;
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}
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}
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}
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static void stateblock_init_lights(struct list *dst_map, struct list *src_map)
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{
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unsigned int i;
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for (i = 0; i < LIGHTMAP_SIZE; ++i)
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{
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const struct wined3d_light_info *src_light;
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LIST_FOR_EACH_ENTRY(src_light, &src_map[i], struct wined3d_light_info, entry)
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{
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struct wined3d_light_info *dst_light = heap_alloc(sizeof(*dst_light));
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*dst_light = *src_light;
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list_add_tail(&dst_map[i], &dst_light->entry);
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}
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}
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}
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ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
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{
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ULONG refcount = InterlockedIncrement(&stateblock->ref);
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TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
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return refcount;
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}
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void state_unbind_resources(struct wined3d_state *state)
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{
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struct wined3d_unordered_access_view *uav;
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struct wined3d_shader_resource_view *srv;
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struct wined3d_vertex_declaration *decl;
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struct wined3d_sampler *sampler;
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struct wined3d_texture *texture;
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struct wined3d_buffer *buffer;
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struct wined3d_shader *shader;
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unsigned int i, j;
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if ((decl = state->vertex_declaration))
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{
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state->vertex_declaration = NULL;
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wined3d_vertex_declaration_decref(decl);
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}
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for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
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{
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if ((texture = state->textures[i]))
|
|
{
|
|
state->textures[i] = NULL;
|
|
wined3d_texture_decref(texture);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
|
|
{
|
|
if ((buffer = state->stream_output[i].buffer))
|
|
{
|
|
state->stream_output[i].buffer = NULL;
|
|
wined3d_buffer_decref(buffer);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
|
|
{
|
|
if ((buffer = state->streams[i].buffer))
|
|
{
|
|
state->streams[i].buffer = NULL;
|
|
wined3d_buffer_decref(buffer);
|
|
}
|
|
}
|
|
|
|
if ((buffer = state->index_buffer))
|
|
{
|
|
state->index_buffer = NULL;
|
|
wined3d_buffer_decref(buffer);
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
|
|
{
|
|
if ((shader = state->shader[i]))
|
|
{
|
|
state->shader[i] = NULL;
|
|
wined3d_shader_decref(shader);
|
|
}
|
|
|
|
for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
|
|
{
|
|
if ((buffer = state->cb[i][j]))
|
|
{
|
|
state->cb[i][j] = NULL;
|
|
wined3d_buffer_decref(buffer);
|
|
}
|
|
}
|
|
|
|
for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
|
|
{
|
|
if ((sampler = state->sampler[i][j]))
|
|
{
|
|
state->sampler[i][j] = NULL;
|
|
wined3d_sampler_decref(sampler);
|
|
}
|
|
}
|
|
|
|
for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
|
|
{
|
|
if ((srv = state->shader_resource_view[i][j]))
|
|
{
|
|
state->shader_resource_view[i][j] = NULL;
|
|
wined3d_shader_resource_view_decref(srv);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
|
|
{
|
|
for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
|
|
{
|
|
if ((uav = state->unordered_access_view[i][j]))
|
|
{
|
|
state->unordered_access_view[i][j] = NULL;
|
|
wined3d_unordered_access_view_decref(uav);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state)
|
|
{
|
|
struct wined3d_light_info *light, *cursor;
|
|
struct wined3d_vertex_declaration *decl;
|
|
struct wined3d_texture *texture;
|
|
struct wined3d_buffer *buffer;
|
|
struct wined3d_shader *shader;
|
|
unsigned int i;
|
|
|
|
if ((decl = state->vertex_declaration))
|
|
{
|
|
state->vertex_declaration = NULL;
|
|
wined3d_vertex_declaration_decref(decl);
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
|
|
{
|
|
if ((buffer = state->streams[i].buffer))
|
|
{
|
|
state->streams[i].buffer = NULL;
|
|
wined3d_buffer_decref(buffer);
|
|
}
|
|
}
|
|
|
|
if ((buffer = state->index_buffer))
|
|
{
|
|
state->index_buffer = NULL;
|
|
wined3d_buffer_decref(buffer);
|
|
}
|
|
|
|
if ((shader = state->vs))
|
|
{
|
|
state->vs = NULL;
|
|
wined3d_shader_decref(shader);
|
|
}
|
|
|
|
if ((shader = state->ps))
|
|
{
|
|
state->ps = NULL;
|
|
wined3d_shader_decref(shader);
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
|
|
{
|
|
if ((texture = state->textures[i]))
|
|
{
|
|
state->textures[i] = NULL;
|
|
wined3d_texture_decref(texture);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < LIGHTMAP_SIZE; ++i)
|
|
{
|
|
LIST_FOR_EACH_ENTRY_SAFE(light, cursor, &state->light_state.light_map[i], struct wined3d_light_info, entry)
|
|
{
|
|
list_remove(&light->entry);
|
|
heap_free(light);
|
|
}
|
|
}
|
|
}
|
|
|
|
void state_cleanup(struct wined3d_state *state)
|
|
{
|
|
unsigned int counter;
|
|
|
|
if (!(state->flags & WINED3D_STATE_NO_REF))
|
|
state_unbind_resources(state);
|
|
|
|
for (counter = 0; counter < WINED3D_MAX_ACTIVE_LIGHTS; ++counter)
|
|
{
|
|
state->light_state.lights[counter] = NULL;
|
|
}
|
|
|
|
for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
|
|
{
|
|
struct list *e1, *e2;
|
|
LIST_FOR_EACH_SAFE(e1, e2, &state->light_state.light_map[counter])
|
|
{
|
|
struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
|
|
list_remove(&light->entry);
|
|
heap_free(light);
|
|
}
|
|
}
|
|
}
|
|
|
|
ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
|
|
{
|
|
ULONG refcount = InterlockedDecrement(&stateblock->ref);
|
|
|
|
TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
|
|
|
|
if (!refcount)
|
|
{
|
|
wined3d_stateblock_state_cleanup(&stateblock->stateblock_state);
|
|
heap_free(stateblock);
|
|
}
|
|
|
|
return refcount;
|
|
}
|
|
|
|
struct wined3d_light_info *wined3d_light_state_get_light(const struct wined3d_light_state *state, unsigned int idx)
|
|
{
|
|
struct wined3d_light_info *light_info;
|
|
unsigned int hash_idx;
|
|
|
|
hash_idx = LIGHTMAP_HASHFUNC(idx);
|
|
LIST_FOR_EACH_ENTRY(light_info, &state->light_map[hash_idx], struct wined3d_light_info, entry)
|
|
{
|
|
if (light_info->OriginalIndex == idx)
|
|
return light_info;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
HRESULT wined3d_light_state_set_light(struct wined3d_light_state *state, DWORD light_idx,
|
|
const struct wined3d_light *params, struct wined3d_light_info **light_info)
|
|
{
|
|
struct wined3d_light_info *object;
|
|
unsigned int hash_idx;
|
|
|
|
if (!(object = wined3d_light_state_get_light(state, light_idx)))
|
|
{
|
|
TRACE("Adding new light.\n");
|
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
|
{
|
|
ERR("Failed to allocate light info.\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
hash_idx = LIGHTMAP_HASHFUNC(light_idx);
|
|
list_add_head(&state->light_map[hash_idx], &object->entry);
|
|
object->glIndex = -1;
|
|
object->OriginalIndex = light_idx;
|
|
}
|
|
|
|
object->OriginalParms = *params;
|
|
|
|
*light_info = object;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void wined3d_light_state_enable_light(struct wined3d_light_state *state, const struct wined3d_d3d_info *d3d_info,
|
|
struct wined3d_light_info *light_info, BOOL enable)
|
|
{
|
|
unsigned int light_count, i;
|
|
|
|
if (!(light_info->enabled = enable))
|
|
{
|
|
if (light_info->glIndex == -1)
|
|
{
|
|
TRACE("Light already disabled, nothing to do.\n");
|
|
return;
|
|
}
|
|
|
|
state->lights[light_info->glIndex] = NULL;
|
|
light_info->glIndex = -1;
|
|
return;
|
|
}
|
|
|
|
if (light_info->glIndex != -1)
|
|
{
|
|
TRACE("Light already enabled, nothing to do.\n");
|
|
return;
|
|
}
|
|
|
|
/* Find a free light. */
|
|
light_count = d3d_info->limits.active_light_count;
|
|
for (i = 0; i < light_count; ++i)
|
|
{
|
|
if (state->lights[i])
|
|
continue;
|
|
|
|
state->lights[i] = light_info;
|
|
light_info->glIndex = i;
|
|
return;
|
|
}
|
|
|
|
/* Our tests show that Windows returns D3D_OK in this situation, even with
|
|
* D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices.
|
|
* This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns
|
|
* TRUE * as well for those lights.
|
|
*
|
|
* TODO: Test how this affects rendering. */
|
|
WARN("Too many concurrently active lights.\n");
|
|
}
|
|
|
|
static void wined3d_state_record_lights(struct wined3d_light_state *dst_state,
|
|
const struct wined3d_light_state *src_state)
|
|
{
|
|
const struct wined3d_light_info *src;
|
|
struct wined3d_light_info *dst;
|
|
UINT i;
|
|
|
|
/* Lights... For a recorded state block, we just had a chain of actions
|
|
* to perform, so we need to walk that chain and update any actions which
|
|
* differ. */
|
|
for (i = 0; i < LIGHTMAP_SIZE; ++i)
|
|
{
|
|
LIST_FOR_EACH_ENTRY(dst, &dst_state->light_map[i], struct wined3d_light_info, entry)
|
|
{
|
|
if ((src = wined3d_light_state_get_light(src_state, dst->OriginalIndex)))
|
|
{
|
|
dst->OriginalParms = src->OriginalParms;
|
|
|
|
if (src->glIndex == -1 && dst->glIndex != -1)
|
|
{
|
|
/* Light disabled. */
|
|
dst_state->lights[dst->glIndex] = NULL;
|
|
}
|
|
else if (src->glIndex != -1 && dst->glIndex == -1)
|
|
{
|
|
/* Light enabled. */
|
|
dst_state->lights[src->glIndex] = dst;
|
|
}
|
|
dst->glIndex = src->glIndex;
|
|
}
|
|
else
|
|
{
|
|
/* This can happen if the light was originally created as a
|
|
* default light for SetLightEnable() while recording. */
|
|
WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
|
|
dst->OriginalIndex, dst_state, src_state);
|
|
|
|
dst->OriginalParms = WINED3D_default_light;
|
|
if (dst->glIndex != -1)
|
|
{
|
|
dst_state->lights[dst->glIndex] = NULL;
|
|
dst->glIndex = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
|
|
{
|
|
const struct wined3d_stateblock_state *state = &stateblock->device->stateblock_state;
|
|
unsigned int i;
|
|
DWORD map;
|
|
|
|
TRACE("stateblock %p.\n", stateblock);
|
|
|
|
if (stateblock->changed.vertexShader && stateblock->stateblock_state.vs != state->vs)
|
|
{
|
|
TRACE("Updating vertex shader from %p to %p.\n", stateblock->stateblock_state.vs, state->vs);
|
|
|
|
if (state->vs)
|
|
wined3d_shader_incref(state->vs);
|
|
if (stateblock->stateblock_state.vs)
|
|
wined3d_shader_decref(stateblock->stateblock_state.vs);
|
|
stateblock->stateblock_state.vs = state->vs;
|
|
}
|
|
|
|
/* Vertex shader float constants. */
|
|
for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_vs_consts_f[i];
|
|
|
|
TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&state->vs_consts_f[idx]));
|
|
|
|
stateblock->stateblock_state.vs_consts_f[idx] = state->vs_consts_f[idx];
|
|
}
|
|
|
|
/* Vertex shader integer constants. */
|
|
for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_vs_consts_i[i];
|
|
|
|
TRACE("Setting vs_consts_i[%u] to %s.\n", idx, debug_ivec4(&state->vs_consts_i[idx]));
|
|
|
|
stateblock->stateblock_state.vs_consts_i[idx] = state->vs_consts_i[idx];
|
|
}
|
|
|
|
/* Vertex shader boolean constants. */
|
|
for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_vs_consts_b[i];
|
|
|
|
TRACE("Setting vs_consts_b[%u] to %s.\n",
|
|
idx, state->vs_consts_b[idx] ? "TRUE" : "FALSE");
|
|
|
|
stateblock->stateblock_state.vs_consts_b[idx] = state->vs_consts_b[idx];
|
|
}
|
|
|
|
/* Pixel shader float constants. */
|
|
for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_ps_consts_f[i];
|
|
|
|
TRACE("Setting ps_consts_f[%u] to %s.\n", idx, debug_vec4(&state->ps_consts_f[idx]));
|
|
|
|
stateblock->stateblock_state.ps_consts_f[idx] = state->ps_consts_f[idx];
|
|
}
|
|
|
|
/* Pixel shader integer constants. */
|
|
for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_ps_consts_i[i];
|
|
|
|
TRACE("Setting ps_consts_i[%u] to %s.\n", idx, debug_ivec4(&state->ps_consts_i[idx]));
|
|
|
|
stateblock->stateblock_state.ps_consts_i[idx] = state->ps_consts_i[idx];
|
|
}
|
|
|
|
/* Pixel shader boolean constants. */
|
|
for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_ps_consts_b[i];
|
|
|
|
TRACE("Setting ps_consts_b[%u] to %s.\n",
|
|
idx, state->ps_consts_b[idx] ? "TRUE" : "FALSE");
|
|
|
|
stateblock->stateblock_state.ps_consts_b[idx] = state->ps_consts_b[idx];
|
|
}
|
|
|
|
/* Others + Render & Texture */
|
|
for (i = 0; i < stateblock->num_contained_transform_states; ++i)
|
|
{
|
|
enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
|
|
|
|
TRACE("Updating transform %#x.\n", transform);
|
|
|
|
stateblock->stateblock_state.transforms[transform] = state->transforms[transform];
|
|
}
|
|
|
|
if (stateblock->changed.indices
|
|
&& ((stateblock->stateblock_state.index_buffer != state->index_buffer)
|
|
|| (stateblock->stateblock_state.base_vertex_index != state->base_vertex_index)
|
|
|| (stateblock->stateblock_state.index_format != state->index_format)))
|
|
{
|
|
TRACE("Updating index buffer to %p, base vertex index to %d.\n",
|
|
state->index_buffer, state->base_vertex_index);
|
|
|
|
if (state->index_buffer)
|
|
wined3d_buffer_incref(state->index_buffer);
|
|
if (stateblock->stateblock_state.index_buffer)
|
|
wined3d_buffer_decref(stateblock->stateblock_state.index_buffer);
|
|
stateblock->stateblock_state.index_buffer = state->index_buffer;
|
|
stateblock->stateblock_state.base_vertex_index = state->base_vertex_index;
|
|
stateblock->stateblock_state.index_format = state->index_format;
|
|
}
|
|
|
|
if (stateblock->changed.vertexDecl && stateblock->stateblock_state.vertex_declaration != state->vertex_declaration)
|
|
{
|
|
TRACE("Updating vertex declaration from %p to %p.\n",
|
|
stateblock->stateblock_state.vertex_declaration, state->vertex_declaration);
|
|
|
|
if (state->vertex_declaration)
|
|
wined3d_vertex_declaration_incref(state->vertex_declaration);
|
|
if (stateblock->stateblock_state.vertex_declaration)
|
|
wined3d_vertex_declaration_decref(stateblock->stateblock_state.vertex_declaration);
|
|
stateblock->stateblock_state.vertex_declaration = state->vertex_declaration;
|
|
}
|
|
|
|
if (stateblock->changed.material
|
|
&& memcmp(&state->material, &stateblock->stateblock_state.material,
|
|
sizeof(stateblock->stateblock_state.material)))
|
|
{
|
|
TRACE("Updating material.\n");
|
|
|
|
stateblock->stateblock_state.material = state->material;
|
|
}
|
|
|
|
if (stateblock->changed.viewport
|
|
&& memcmp(&state->viewport, &stateblock->stateblock_state.viewport, sizeof(state->viewport)))
|
|
{
|
|
TRACE("Updating viewport.\n");
|
|
|
|
stateblock->stateblock_state.viewport = state->viewport;
|
|
}
|
|
|
|
if (stateblock->changed.scissorRect
|
|
&& memcmp(&state->scissor_rect, &stateblock->stateblock_state.scissor_rect, sizeof(state->scissor_rect)))
|
|
{
|
|
TRACE("Updating scissor rect.\n");
|
|
|
|
stateblock->stateblock_state.scissor_rect = state->scissor_rect;
|
|
}
|
|
|
|
if (stateblock->changed.blend_state
|
|
&& memcmp(&state->blend_factor, &stateblock->stateblock_state.blend_factor,
|
|
sizeof(stateblock->stateblock_state.blend_factor)))
|
|
{
|
|
TRACE("Updating blend factor.\n");
|
|
|
|
stateblock->stateblock_state.blend_factor = state->blend_factor;
|
|
}
|
|
|
|
map = stateblock->changed.streamSource;
|
|
for (i = 0; map; map >>= 1, ++i)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
if (stateblock->stateblock_state.streams[i].stride != state->streams[i].stride
|
|
|| stateblock->stateblock_state.streams[i].offset != state->streams[i].offset
|
|
|| stateblock->stateblock_state.streams[i].buffer != state->streams[i].buffer)
|
|
{
|
|
TRACE("stateblock %p, stream source %u, buffer %p, stride %u, offset %u.\n",
|
|
stateblock, i, state->streams[i].buffer, state->streams[i].stride,
|
|
state->streams[i].offset);
|
|
|
|
stateblock->stateblock_state.streams[i].stride = state->streams[i].stride;
|
|
if (stateblock->changed.store_stream_offset)
|
|
stateblock->stateblock_state.streams[i].offset = state->streams[i].offset;
|
|
|
|
if (state->streams[i].buffer)
|
|
wined3d_buffer_incref(state->streams[i].buffer);
|
|
if (stateblock->stateblock_state.streams[i].buffer)
|
|
wined3d_buffer_decref(stateblock->stateblock_state.streams[i].buffer);
|
|
stateblock->stateblock_state.streams[i].buffer = state->streams[i].buffer;
|
|
}
|
|
}
|
|
|
|
map = stateblock->changed.streamFreq;
|
|
for (i = 0; map; map >>= 1, ++i)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
if (stateblock->stateblock_state.streams[i].frequency != state->streams[i].frequency
|
|
|| stateblock->stateblock_state.streams[i].flags != state->streams[i].flags)
|
|
{
|
|
TRACE("Updating stream frequency %u to %u flags to %#x.\n",
|
|
i, state->streams[i].frequency, state->streams[i].flags);
|
|
|
|
stateblock->stateblock_state.streams[i].frequency = state->streams[i].frequency;
|
|
stateblock->stateblock_state.streams[i].flags = state->streams[i].flags;
|
|
}
|
|
}
|
|
|
|
map = stateblock->changed.clipplane;
|
|
for (i = 0; map; map >>= 1, ++i)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
if (memcmp(&stateblock->stateblock_state.clip_planes[i], &state->clip_planes[i], sizeof(state->clip_planes[i])))
|
|
{
|
|
TRACE("Updating clipplane %u.\n", i);
|
|
stateblock->stateblock_state.clip_planes[i] = state->clip_planes[i];
|
|
}
|
|
}
|
|
|
|
/* Render */
|
|
for (i = 0; i < stateblock->num_contained_render_states; ++i)
|
|
{
|
|
enum wined3d_render_state rs = stateblock->contained_render_states[i];
|
|
|
|
TRACE("Updating render state %#x to %u.\n", rs, state->rs[rs]);
|
|
|
|
stateblock->stateblock_state.rs[rs] = state->rs[rs];
|
|
}
|
|
|
|
/* Texture states */
|
|
for (i = 0; i < stateblock->num_contained_tss_states; ++i)
|
|
{
|
|
DWORD stage = stateblock->contained_tss_states[i].stage;
|
|
DWORD texture_state = stateblock->contained_tss_states[i].state;
|
|
|
|
TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, texture_state,
|
|
state->texture_states[stage][texture_state],
|
|
stateblock->stateblock_state.texture_states[stage][texture_state]);
|
|
|
|
stateblock->stateblock_state.texture_states[stage][texture_state] = state->texture_states[stage][texture_state];
|
|
}
|
|
|
|
/* Samplers */
|
|
map = stateblock->changed.textures;
|
|
for (i = 0; map; map >>= 1, ++i)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
TRACE("Updating texture %u to %p (was %p).\n",
|
|
i, state->textures[i], stateblock->stateblock_state.textures[i]);
|
|
|
|
if (state->textures[i])
|
|
wined3d_texture_incref(state->textures[i]);
|
|
if (stateblock->stateblock_state.textures[i])
|
|
wined3d_texture_decref(stateblock->stateblock_state.textures[i]);
|
|
stateblock->stateblock_state.textures[i] = state->textures[i];
|
|
}
|
|
|
|
for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
|
|
{
|
|
DWORD stage = stateblock->contained_sampler_states[i].stage;
|
|
DWORD sampler_state = stateblock->contained_sampler_states[i].state;
|
|
|
|
TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, sampler_state,
|
|
state->sampler_states[stage][sampler_state],
|
|
stateblock->stateblock_state.sampler_states[stage][sampler_state]);
|
|
|
|
stateblock->stateblock_state.sampler_states[stage][sampler_state] = state->sampler_states[stage][sampler_state];
|
|
}
|
|
|
|
if (stateblock->changed.pixelShader && stateblock->stateblock_state.ps != state->ps)
|
|
{
|
|
if (state->ps)
|
|
wined3d_shader_incref(state->ps);
|
|
if (stateblock->stateblock_state.ps)
|
|
wined3d_shader_decref(stateblock->stateblock_state.ps);
|
|
stateblock->stateblock_state.ps = state->ps;
|
|
}
|
|
|
|
wined3d_state_record_lights(&stateblock->stateblock_state.light_state, &state->light_state);
|
|
|
|
TRACE("Capture done.\n");
|
|
}
|
|
|
|
void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
|
|
{
|
|
struct wined3d_stateblock_state *state = &stateblock->device->stateblock_state;
|
|
struct wined3d_device *device = stateblock->device;
|
|
unsigned int i;
|
|
DWORD map;
|
|
|
|
TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
|
|
|
|
if (stateblock->changed.vertexShader)
|
|
{
|
|
if (stateblock->stateblock_state.vs)
|
|
wined3d_shader_incref(stateblock->stateblock_state.vs);
|
|
if (state->vs)
|
|
wined3d_shader_decref(state->vs);
|
|
state->vs = stateblock->stateblock_state.vs;
|
|
wined3d_device_set_vertex_shader(device, stateblock->stateblock_state.vs);
|
|
}
|
|
|
|
/* Vertex Shader Constants. */
|
|
for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_vs_consts_f[i];
|
|
|
|
state->vs_consts_f[idx] = stateblock->stateblock_state.vs_consts_f[idx];
|
|
wined3d_device_set_vs_consts_f(device, idx, 1, &stateblock->stateblock_state.vs_consts_f[idx]);
|
|
}
|
|
for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_vs_consts_i[i];
|
|
|
|
state->vs_consts_i[idx] = stateblock->stateblock_state.vs_consts_i[idx];
|
|
wined3d_device_set_vs_consts_i(device, idx, 1, &stateblock->stateblock_state.vs_consts_i[idx]);
|
|
}
|
|
for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_vs_consts_b[i];
|
|
|
|
state->vs_consts_b[idx] = stateblock->stateblock_state.vs_consts_b[idx];
|
|
wined3d_device_set_vs_consts_b(device, idx, 1, &stateblock->stateblock_state.vs_consts_b[idx]);
|
|
}
|
|
|
|
for (i = 0; i < ARRAY_SIZE(stateblock->stateblock_state.light_state.light_map); ++i)
|
|
{
|
|
const struct wined3d_light_info *light;
|
|
struct wined3d_light_info *new_light;
|
|
|
|
LIST_FOR_EACH_ENTRY(light, &stateblock->stateblock_state.light_state.light_map[i], struct wined3d_light_info, entry)
|
|
{
|
|
if (SUCCEEDED(wined3d_light_state_set_light(&state->light_state, light->OriginalIndex,
|
|
&light->OriginalParms, &new_light)))
|
|
{
|
|
wined3d_light_state_enable_light(&state->light_state, &device->adapter->d3d_info, new_light, light->glIndex != -1);
|
|
}
|
|
wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
|
|
wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
|
|
}
|
|
}
|
|
|
|
if (stateblock->changed.pixelShader)
|
|
{
|
|
if (stateblock->stateblock_state.ps)
|
|
wined3d_shader_incref(stateblock->stateblock_state.ps);
|
|
if (state->ps)
|
|
wined3d_shader_decref(state->ps);
|
|
state->ps = stateblock->stateblock_state.ps;
|
|
wined3d_device_set_pixel_shader(device, stateblock->stateblock_state.ps);
|
|
}
|
|
|
|
/* Pixel Shader Constants. */
|
|
for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_ps_consts_f[i];
|
|
|
|
state->ps_consts_f[idx] = stateblock->stateblock_state.ps_consts_f[idx];
|
|
wined3d_device_set_ps_consts_f(device, idx, 1, &stateblock->stateblock_state.ps_consts_f[idx]);
|
|
}
|
|
for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_ps_consts_i[i];
|
|
|
|
state->ps_consts_i[idx] = stateblock->stateblock_state.ps_consts_i[idx];
|
|
wined3d_device_set_ps_consts_i(device, idx, 1, &stateblock->stateblock_state.ps_consts_i[idx]);
|
|
}
|
|
for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
|
|
{
|
|
unsigned int idx = stateblock->contained_ps_consts_b[i];
|
|
|
|
state->ps_consts_b[idx] = stateblock->stateblock_state.ps_consts_b[idx];
|
|
wined3d_device_set_ps_consts_b(device, idx, 1, &stateblock->stateblock_state.ps_consts_b[idx]);
|
|
}
|
|
|
|
/* Render states. */
|
|
for (i = 0; i < stateblock->num_contained_render_states; ++i)
|
|
{
|
|
enum wined3d_render_state rs = stateblock->contained_render_states[i];
|
|
|
|
state->rs[rs] = stateblock->stateblock_state.rs[rs];
|
|
wined3d_device_set_render_state(device, rs, stateblock->stateblock_state.rs[rs]);
|
|
}
|
|
|
|
/* Texture states. */
|
|
for (i = 0; i < stateblock->num_contained_tss_states; ++i)
|
|
{
|
|
DWORD stage = stateblock->contained_tss_states[i].stage;
|
|
DWORD texture_state = stateblock->contained_tss_states[i].state;
|
|
|
|
state->texture_states[stage][texture_state] = stateblock->stateblock_state.texture_states[stage][texture_state];
|
|
wined3d_device_set_texture_stage_state(device, stage, texture_state,
|
|
stateblock->stateblock_state.texture_states[stage][texture_state]);
|
|
}
|
|
|
|
/* Sampler states. */
|
|
for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
|
|
{
|
|
DWORD stage = stateblock->contained_sampler_states[i].stage;
|
|
DWORD sampler_state = stateblock->contained_sampler_states[i].state;
|
|
DWORD value = stateblock->stateblock_state.sampler_states[stage][sampler_state];
|
|
|
|
state->sampler_states[stage][sampler_state] = value;
|
|
if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS;
|
|
wined3d_device_set_sampler_state(device, stage, sampler_state, value);
|
|
}
|
|
|
|
/* Transform states. */
|
|
for (i = 0; i < stateblock->num_contained_transform_states; ++i)
|
|
{
|
|
enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
|
|
|
|
state->transforms[transform] = stateblock->stateblock_state.transforms[transform];
|
|
wined3d_device_set_transform(device, transform, &stateblock->stateblock_state.transforms[transform]);
|
|
}
|
|
|
|
if (stateblock->changed.indices)
|
|
{
|
|
if (stateblock->stateblock_state.index_buffer)
|
|
wined3d_buffer_incref(stateblock->stateblock_state.index_buffer);
|
|
if (state->index_buffer)
|
|
wined3d_buffer_decref(state->index_buffer);
|
|
state->index_buffer = stateblock->stateblock_state.index_buffer;
|
|
state->index_format = stateblock->stateblock_state.index_format;
|
|
state->base_vertex_index = stateblock->stateblock_state.base_vertex_index;
|
|
|
|
wined3d_device_set_index_buffer(device, stateblock->stateblock_state.index_buffer,
|
|
stateblock->stateblock_state.index_format, 0);
|
|
wined3d_device_set_base_vertex_index(device, stateblock->stateblock_state.base_vertex_index);
|
|
}
|
|
|
|
if (stateblock->changed.vertexDecl && stateblock->stateblock_state.vertex_declaration)
|
|
{
|
|
if (stateblock->stateblock_state.vertex_declaration)
|
|
wined3d_vertex_declaration_incref(stateblock->stateblock_state.vertex_declaration);
|
|
if (state->vertex_declaration)
|
|
wined3d_vertex_declaration_decref(state->vertex_declaration);
|
|
state->vertex_declaration = stateblock->stateblock_state.vertex_declaration;
|
|
wined3d_device_set_vertex_declaration(device, stateblock->stateblock_state.vertex_declaration);
|
|
}
|
|
|
|
if (stateblock->changed.material)
|
|
{
|
|
state->material = stateblock->stateblock_state.material;
|
|
wined3d_device_set_material(device, &stateblock->stateblock_state.material);
|
|
}
|
|
|
|
if (stateblock->changed.viewport)
|
|
{
|
|
state->viewport = stateblock->stateblock_state.viewport;
|
|
|
|
wined3d_device_set_viewports(device, 1, &stateblock->stateblock_state.viewport);
|
|
}
|
|
|
|
if (stateblock->changed.scissorRect)
|
|
{
|
|
state->scissor_rect = stateblock->stateblock_state.scissor_rect;
|
|
|
|
wined3d_device_set_scissor_rects(device, 1, &stateblock->stateblock_state.scissor_rect);
|
|
}
|
|
|
|
if (stateblock->changed.blend_state)
|
|
{
|
|
state->blend_factor = stateblock->stateblock_state.blend_factor;
|
|
wined3d_device_set_blend_state(device, NULL, &stateblock->stateblock_state.blend_factor);
|
|
}
|
|
|
|
map = stateblock->changed.streamSource;
|
|
for (i = 0; map; map >>= 1, ++i)
|
|
{
|
|
unsigned int offset, stride;
|
|
|
|
if (!(map & 1)) continue;
|
|
|
|
if (stateblock->stateblock_state.streams[i].buffer)
|
|
wined3d_buffer_incref(stateblock->stateblock_state.streams[i].buffer);
|
|
if (state->streams[i].buffer)
|
|
wined3d_buffer_decref(state->streams[i].buffer);
|
|
state->streams[i].buffer = stateblock->stateblock_state.streams[i].buffer;
|
|
|
|
offset = stateblock->stateblock_state.streams[i].offset;
|
|
stride = stateblock->stateblock_state.streams[i].stride;
|
|
|
|
state->streams[i].stride = stride;
|
|
state->streams[i].offset = offset;
|
|
wined3d_device_set_stream_source(device, i,
|
|
stateblock->stateblock_state.streams[i].buffer, offset, stride);
|
|
}
|
|
|
|
map = stateblock->changed.streamFreq;
|
|
for (i = 0; map; map >>= 1, ++i)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
state->streams[i].frequency = stateblock->stateblock_state.streams[i].frequency;
|
|
state->streams[i].flags = stateblock->stateblock_state.streams[i].flags;
|
|
|
|
wined3d_device_set_stream_source_freq(device, i,
|
|
stateblock->stateblock_state.streams[i].frequency | stateblock->stateblock_state.streams[i].flags);
|
|
}
|
|
|
|
map = stateblock->changed.textures;
|
|
for (i = 0; map; map >>= 1, ++i)
|
|
{
|
|
DWORD stage;
|
|
|
|
if (!(map & 1)) continue;
|
|
|
|
stage = i < WINED3D_MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - WINED3D_MAX_FRAGMENT_SAMPLERS;
|
|
if (stateblock->stateblock_state.textures[i])
|
|
wined3d_texture_incref(stateblock->stateblock_state.textures[i]);
|
|
if (state->textures[i])
|
|
wined3d_texture_decref(state->textures[i]);
|
|
state->textures[i] = stateblock->stateblock_state.textures[i];
|
|
wined3d_device_set_texture(device, stage, stateblock->stateblock_state.textures[i]);
|
|
}
|
|
|
|
map = stateblock->changed.clipplane;
|
|
for (i = 0; map; map >>= 1, ++i)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
state->clip_planes[i] = stateblock->stateblock_state.clip_planes[i];
|
|
wined3d_device_set_clip_plane(device, i, &stateblock->stateblock_state.clip_planes[i]);
|
|
}
|
|
|
|
TRACE("Applied stateblock %p.\n", stateblock);
|
|
}
|
|
|
|
void CDECL wined3d_stateblock_set_vertex_shader(struct wined3d_stateblock *stateblock, struct wined3d_shader *shader)
|
|
{
|
|
TRACE("stateblock %p, shader %p.\n", stateblock, shader);
|
|
|
|
if (shader)
|
|
wined3d_shader_incref(shader);
|
|
if (stateblock->stateblock_state.vs)
|
|
wined3d_shader_decref(stateblock->stateblock_state.vs);
|
|
stateblock->stateblock_state.vs = shader;
|
|
stateblock->changed.vertexShader = TRUE;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_stateblock_set_vs_consts_f(struct wined3d_stateblock *stateblock,
|
|
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
|
|
{
|
|
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
|
|
stateblock, start_idx, count, constants);
|
|
|
|
if (!constants || start_idx >= WINED3D_MAX_VS_CONSTS_F || count > WINED3D_MAX_VS_CONSTS_F - start_idx)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&stateblock->stateblock_state.vs_consts_f[start_idx], constants, count * sizeof(*constants));
|
|
memset(&stateblock->changed.vs_consts_f[start_idx], 1, count * sizeof(*stateblock->changed.vs_consts_f));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_stateblock_set_vs_consts_i(struct wined3d_stateblock *stateblock,
|
|
unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
|
|
{
|
|
unsigned int i;
|
|
|
|
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
|
|
stateblock, start_idx, count, constants);
|
|
|
|
if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
if (count > WINED3D_MAX_CONSTS_I - start_idx)
|
|
count = WINED3D_MAX_CONSTS_I - start_idx;
|
|
|
|
memcpy(&stateblock->stateblock_state.vs_consts_i[start_idx], constants, count * sizeof(*constants));
|
|
for (i = start_idx; i < count + start_idx; ++i)
|
|
stateblock->changed.vertexShaderConstantsI |= (1u << i);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_stateblock_set_vs_consts_b(struct wined3d_stateblock *stateblock,
|
|
unsigned int start_idx, unsigned int count, const BOOL *constants)
|
|
{
|
|
unsigned int i;
|
|
|
|
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
|
|
stateblock, start_idx, count, constants);
|
|
|
|
if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
if (count > WINED3D_MAX_CONSTS_B - start_idx)
|
|
count = WINED3D_MAX_CONSTS_B - start_idx;
|
|
|
|
memcpy(&stateblock->stateblock_state.vs_consts_b[start_idx], constants, count * sizeof(*constants));
|
|
for (i = start_idx; i < count + start_idx; ++i)
|
|
stateblock->changed.vertexShaderConstantsB |= (1u << i);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_stateblock_set_pixel_shader(struct wined3d_stateblock *stateblock, struct wined3d_shader *shader)
|
|
{
|
|
TRACE("stateblock %p, shader %p.\n", stateblock, shader);
|
|
|
|
if (shader)
|
|
wined3d_shader_incref(shader);
|
|
if (stateblock->stateblock_state.ps)
|
|
wined3d_shader_decref(stateblock->stateblock_state.ps);
|
|
stateblock->stateblock_state.ps = shader;
|
|
stateblock->changed.pixelShader = TRUE;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_stateblock_set_ps_consts_f(struct wined3d_stateblock *stateblock,
|
|
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
|
|
{
|
|
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
|
|
stateblock, start_idx, count, constants);
|
|
|
|
if (!constants || start_idx >= WINED3D_MAX_PS_CONSTS_F || count > WINED3D_MAX_PS_CONSTS_F - start_idx)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&stateblock->stateblock_state.ps_consts_f[start_idx], constants, count * sizeof(*constants));
|
|
memset(&stateblock->changed.ps_consts_f[start_idx], 1, count * sizeof(*stateblock->changed.ps_consts_f));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_stateblock_set_ps_consts_i(struct wined3d_stateblock *stateblock,
|
|
unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
|
|
{
|
|
unsigned int i;
|
|
|
|
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
|
|
stateblock, start_idx, count, constants);
|
|
|
|
if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
if (count > WINED3D_MAX_CONSTS_I - start_idx)
|
|
count = WINED3D_MAX_CONSTS_I - start_idx;
|
|
|
|
memcpy(&stateblock->stateblock_state.ps_consts_i[start_idx], constants, count * sizeof(*constants));
|
|
for (i = start_idx; i < count + start_idx; ++i)
|
|
stateblock->changed.pixelShaderConstantsI |= (1u << i);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_stateblock_set_ps_consts_b(struct wined3d_stateblock *stateblock,
|
|
unsigned int start_idx, unsigned int count, const BOOL *constants)
|
|
{
|
|
unsigned int i;
|
|
|
|
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
|
|
stateblock, start_idx, count, constants);
|
|
|
|
if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
if (count > WINED3D_MAX_CONSTS_B - start_idx)
|
|
count = WINED3D_MAX_CONSTS_B - start_idx;
|
|
|
|
memcpy(&stateblock->stateblock_state.ps_consts_b[start_idx], constants, count * sizeof(*constants));
|
|
for (i = start_idx; i < count + start_idx; ++i)
|
|
stateblock->changed.pixelShaderConstantsB |= (1u << i);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_stateblock_set_vertex_declaration(struct wined3d_stateblock *stateblock,
|
|
struct wined3d_vertex_declaration *declaration)
|
|
{
|
|
TRACE("stateblock %p, declaration %p.\n", stateblock, declaration);
|
|
|
|
if (declaration)
|
|
wined3d_vertex_declaration_incref(declaration);
|
|
if (stateblock->stateblock_state.vertex_declaration)
|
|
wined3d_vertex_declaration_decref(stateblock->stateblock_state.vertex_declaration);
|
|
stateblock->stateblock_state.vertex_declaration = declaration;
|
|
stateblock->changed.vertexDecl = TRUE;
|
|
}
|
|
|
|
static void init_default_render_states(DWORD rs[WINEHIGHEST_RENDER_STATE + 1], const struct wined3d_d3d_info *d3d_info)
|
|
{
|
|
union
|
|
{
|
|
struct wined3d_line_pattern lp;
|
|
DWORD d;
|
|
} lp;
|
|
union
|
|
{
|
|
float f;
|
|
DWORD d;
|
|
} tmpfloat;
|
|
|
|
rs[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
|
|
rs[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
|
|
rs[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
|
|
lp.lp.repeat_factor = 0;
|
|
lp.lp.line_pattern = 0;
|
|
rs[WINED3D_RS_LINEPATTERN] = lp.d;
|
|
rs[WINED3D_RS_ZWRITEENABLE] = TRUE;
|
|
rs[WINED3D_RS_ALPHATESTENABLE] = FALSE;
|
|
rs[WINED3D_RS_LASTPIXEL] = TRUE;
|
|
rs[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
|
|
rs[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
|
|
rs[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK;
|
|
rs[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
|
|
rs[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
|
|
rs[WINED3D_RS_ALPHAREF] = 0;
|
|
rs[WINED3D_RS_DITHERENABLE] = FALSE;
|
|
rs[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
|
|
rs[WINED3D_RS_FOGENABLE] = FALSE;
|
|
rs[WINED3D_RS_SPECULARENABLE] = FALSE;
|
|
rs[WINED3D_RS_ZVISIBLE] = 0;
|
|
rs[WINED3D_RS_FOGCOLOR] = 0;
|
|
rs[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
|
|
tmpfloat.f = 0.0f;
|
|
rs[WINED3D_RS_FOGSTART] = tmpfloat.d;
|
|
tmpfloat.f = 1.0f;
|
|
rs[WINED3D_RS_FOGEND] = tmpfloat.d;
|
|
tmpfloat.f = 1.0f;
|
|
rs[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
|
|
rs[WINED3D_RS_EDGEANTIALIAS] = FALSE;
|
|
rs[WINED3D_RS_RANGEFOGENABLE] = FALSE;
|
|
rs[WINED3D_RS_STENCILENABLE] = FALSE;
|
|
rs[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
|
|
rs[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
|
|
rs[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
|
|
rs[WINED3D_RS_STENCILREF] = 0;
|
|
rs[WINED3D_RS_STENCILMASK] = 0xffffffff;
|
|
rs[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
|
|
rs[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
|
|
rs[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
|
|
rs[WINED3D_RS_WRAP0] = 0;
|
|
rs[WINED3D_RS_WRAP1] = 0;
|
|
rs[WINED3D_RS_WRAP2] = 0;
|
|
rs[WINED3D_RS_WRAP3] = 0;
|
|
rs[WINED3D_RS_WRAP4] = 0;
|
|
rs[WINED3D_RS_WRAP5] = 0;
|
|
rs[WINED3D_RS_WRAP6] = 0;
|
|
rs[WINED3D_RS_WRAP7] = 0;
|
|
rs[WINED3D_RS_CLIPPING] = TRUE;
|
|
rs[WINED3D_RS_LIGHTING] = TRUE;
|
|
rs[WINED3D_RS_AMBIENT] = 0;
|
|
rs[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
|
|
rs[WINED3D_RS_COLORVERTEX] = TRUE;
|
|
rs[WINED3D_RS_LOCALVIEWER] = TRUE;
|
|
rs[WINED3D_RS_NORMALIZENORMALS] = FALSE;
|
|
rs[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
|
|
rs[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
|
|
rs[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
|
|
rs[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
|
|
rs[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
|
|
rs[WINED3D_RS_CLIPPLANEENABLE] = 0;
|
|
rs[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
|
|
tmpfloat.f = 1.0f;
|
|
rs[WINED3D_RS_POINTSIZE] = tmpfloat.d;
|
|
tmpfloat.f = 1.0f;
|
|
rs[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
|
|
rs[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
|
|
rs[WINED3D_RS_POINTSCALEENABLE] = FALSE;
|
|
tmpfloat.f = 1.0f;
|
|
rs[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
|
|
tmpfloat.f = 0.0f;
|
|
rs[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
|
|
tmpfloat.f = 0.0f;
|
|
rs[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
|
|
rs[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
|
|
rs[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
|
|
rs[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
|
|
tmpfloat.f = 1.0f;
|
|
rs[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
|
|
rs[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
|
|
tmpfloat.f = d3d_info->limits.pointsize_max;
|
|
rs[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
|
|
rs[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
|
|
rs[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
|
|
tmpfloat.f = 0.0f;
|
|
rs[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
|
|
rs[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
|
|
rs[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
|
|
rs[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
|
|
/* states new in d3d9 */
|
|
rs[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
|
|
rs[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
|
|
tmpfloat.f = 1.0f;
|
|
rs[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
|
|
rs[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
|
|
rs[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
|
|
tmpfloat.f = 0.0f;
|
|
rs[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
|
|
rs[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
|
|
tmpfloat.f = 1.0f;
|
|
rs[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
|
|
tmpfloat.f = 0.0f;
|
|
rs[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
|
|
rs[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
|
|
rs[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
|
|
rs[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
|
|
rs[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
|
|
rs[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
|
|
rs[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS;
|
|
rs[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
|
|
rs[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
|
|
rs[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
|
|
rs[WINED3D_RS_SRGBWRITEENABLE] = 0;
|
|
rs[WINED3D_RS_DEPTHBIAS] = 0;
|
|
rs[WINED3D_RS_WRAP8] = 0;
|
|
rs[WINED3D_RS_WRAP9] = 0;
|
|
rs[WINED3D_RS_WRAP10] = 0;
|
|
rs[WINED3D_RS_WRAP11] = 0;
|
|
rs[WINED3D_RS_WRAP12] = 0;
|
|
rs[WINED3D_RS_WRAP13] = 0;
|
|
rs[WINED3D_RS_WRAP14] = 0;
|
|
rs[WINED3D_RS_WRAP15] = 0;
|
|
rs[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
|
|
rs[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
|
|
rs[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
|
|
rs[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
|
|
}
|
|
|
|
static void init_default_texture_state(unsigned int i, DWORD stage[WINED3D_HIGHEST_TEXTURE_STATE + 1])
|
|
{
|
|
stage[WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
|
|
stage[WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
|
|
stage[WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
|
|
stage[WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
|
|
stage[WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
|
|
stage[WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
|
|
stage[WINED3D_TSS_BUMPENV_MAT00] = 0;
|
|
stage[WINED3D_TSS_BUMPENV_MAT01] = 0;
|
|
stage[WINED3D_TSS_BUMPENV_MAT10] = 0;
|
|
stage[WINED3D_TSS_BUMPENV_MAT11] = 0;
|
|
stage[WINED3D_TSS_TEXCOORD_INDEX] = i;
|
|
stage[WINED3D_TSS_BUMPENV_LSCALE] = 0;
|
|
stage[WINED3D_TSS_BUMPENV_LOFFSET] = 0;
|
|
stage[WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
|
|
stage[WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
|
|
stage[WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
|
|
stage[WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
|
|
}
|
|
|
|
static void init_default_sampler_states(DWORD states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1])
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0 ; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
|
|
{
|
|
TRACE("Setting up default samplers states for sampler %u.\n", i);
|
|
states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
|
|
states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
|
|
states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
|
|
states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
|
|
states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
|
|
states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
|
|
states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
|
|
states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
|
|
states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
|
|
states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
|
|
states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
|
|
/* TODO: Indicates which element of a multielement texture to use. */
|
|
states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
|
|
/* TODO: Vertex offset in the presampled displacement map. */
|
|
states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
|
|
}
|
|
}
|
|
|
|
static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
|
|
{
|
|
unsigned int i;
|
|
struct wined3d_matrix identity;
|
|
|
|
TRACE("state %p, d3d_info %p.\n", state, d3d_info);
|
|
|
|
get_identity_matrix(&identity);
|
|
state->gl_primitive_type = ~0u;
|
|
state->gl_patch_vertices = 0;
|
|
|
|
/* Set some of the defaults for lights, transforms etc */
|
|
state->transforms[WINED3D_TS_PROJECTION] = identity;
|
|
state->transforms[WINED3D_TS_VIEW] = identity;
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
|
|
}
|
|
|
|
init_default_render_states(state->render_states, d3d_info);
|
|
|
|
/* Texture Stage States - Put directly into state block, we will call function below */
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
{
|
|
TRACE("Setting up default texture states for texture Stage %u.\n", i);
|
|
state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
|
|
init_default_texture_state(i, state->texture_states[i]);
|
|
}
|
|
|
|
init_default_sampler_states(state->sampler_states);
|
|
|
|
state->blend_factor.r = 1.0f;
|
|
state->blend_factor.g = 1.0f;
|
|
state->blend_factor.b = 1.0f;
|
|
state->blend_factor.a = 1.0f;
|
|
|
|
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
|
|
state->streams[i].frequency = 1;
|
|
}
|
|
|
|
void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
|
|
const struct wined3d_d3d_info *d3d_info, DWORD flags)
|
|
{
|
|
unsigned int i;
|
|
|
|
state->flags = flags;
|
|
state->fb = fb;
|
|
|
|
for (i = 0; i < LIGHTMAP_SIZE; i++)
|
|
{
|
|
list_init(&state->light_state.light_map[i]);
|
|
}
|
|
|
|
if (flags & WINED3D_STATE_INIT_DEFAULT)
|
|
state_init_default(state, d3d_info);
|
|
}
|
|
|
|
static void stateblock_state_init_default(struct wined3d_stateblock_state *state,
|
|
const struct wined3d_d3d_info *d3d_info)
|
|
{
|
|
struct wined3d_matrix identity;
|
|
unsigned int i;
|
|
|
|
get_identity_matrix(&identity);
|
|
|
|
state->transforms[WINED3D_TS_PROJECTION] = identity;
|
|
state->transforms[WINED3D_TS_VIEW] = identity;
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
|
|
}
|
|
|
|
init_default_render_states(state->rs, d3d_info);
|
|
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
{
|
|
state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
|
|
init_default_texture_state(i, state->texture_states[i]);
|
|
}
|
|
|
|
init_default_sampler_states(state->sampler_states);
|
|
|
|
state->blend_factor.r = 1.0f;
|
|
state->blend_factor.g = 1.0f;
|
|
state->blend_factor.b = 1.0f;
|
|
state->blend_factor.a = 1.0f;
|
|
|
|
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
|
|
state->streams[i].frequency = 1;
|
|
}
|
|
|
|
void wined3d_stateblock_state_init(struct wined3d_stateblock_state *state,
|
|
const struct wined3d_device *device, DWORD flags)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < ARRAY_SIZE(state->light_state.light_map); i++)
|
|
{
|
|
list_init(&state->light_state.light_map[i]);
|
|
}
|
|
|
|
if (flags & WINED3D_STATE_INIT_DEFAULT)
|
|
stateblock_state_init_default(state, &device->adapter->d3d_info);
|
|
|
|
}
|
|
|
|
static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
|
|
struct wined3d_device *device, enum wined3d_stateblock_type type)
|
|
{
|
|
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
|
|
|
|
stateblock->ref = 1;
|
|
stateblock->device = device;
|
|
wined3d_stateblock_state_init(&stateblock->stateblock_state, device,
|
|
type == WINED3D_SBT_PRIMARY ? WINED3D_STATE_INIT_DEFAULT : 0);
|
|
|
|
stateblock->changed.store_stream_offset = 1;
|
|
|
|
if (type == WINED3D_SBT_RECORDED || type == WINED3D_SBT_PRIMARY)
|
|
return WINED3D_OK;
|
|
|
|
TRACE("Updating changed flags appropriate for type %#x.\n", type);
|
|
|
|
switch (type)
|
|
{
|
|
case WINED3D_SBT_ALL:
|
|
stateblock_init_lights(stateblock->stateblock_state.light_state.light_map,
|
|
device->stateblock_state.light_state.light_map);
|
|
stateblock_savedstates_set_all(&stateblock->changed,
|
|
d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
|
|
break;
|
|
|
|
case WINED3D_SBT_PIXEL_STATE:
|
|
stateblock_savedstates_set_pixel(&stateblock->changed,
|
|
d3d_info->limits.ps_uniform_count);
|
|
break;
|
|
|
|
case WINED3D_SBT_VERTEX_STATE:
|
|
stateblock_init_lights(stateblock->stateblock_state.light_state.light_map,
|
|
device->stateblock_state.light_state.light_map);
|
|
stateblock_savedstates_set_vertex(&stateblock->changed,
|
|
d3d_info->limits.vs_uniform_count);
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unrecognized state block type %#x.\n", type);
|
|
break;
|
|
}
|
|
|
|
stateblock_init_contained_states(stateblock);
|
|
wined3d_stateblock_capture(stateblock);
|
|
|
|
/* According to the tests, stream offset is not updated in the captured state if
|
|
* the state was captured on state block creation. This is not the case for
|
|
* state blocks initialized with BeginStateBlock / EndStateBlock, multiple
|
|
* captures get stream offsets updated. */
|
|
stateblock->changed.store_stream_offset = 0;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
|
|
enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
|
|
{
|
|
struct wined3d_stateblock *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, type %#x, stateblock %p.\n",
|
|
device, type, stateblock);
|
|
|
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
hr = stateblock_init(object, device, type);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize stateblock, hr %#x.\n", hr);
|
|
heap_free(object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created stateblock %p.\n", object);
|
|
*stateblock = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|