| /* |
| * 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 "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_BLENDFACTOR, |
| WINED3D_RS_BLENDOP, |
| WINED3D_RS_BLENDOPALPHA, |
| WINED3D_RS_CCW_STENCILFAIL, |
| WINED3D_RS_CCW_STENCILPASS, |
| WINED3D_RS_CCW_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, |
| }; |
| |
| /* Allocates the correct amount of space for pixel and vertex shader constants, |
| * along with their set/changed flags on the given stateblock object |
| */ |
| static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object) |
| { |
| struct wined3d_device *device = object->device; |
| |
| /* Allocate space for floating point constants */ |
| object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(float) * device->d3d_pshader_constantF * 4); |
| if (!object->state.ps_consts_f) goto fail; |
| |
| object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(BOOL) * device->d3d_pshader_constantF); |
| if (!object->changed.pixelShaderConstantsF) goto fail; |
| |
| object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(float) * device->d3d_vshader_constantF * 4); |
| if (!object->state.vs_consts_f) goto fail; |
| |
| object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(BOOL) * device->d3d_vshader_constantF); |
| if (!object->changed.vertexShaderConstantsF) goto fail; |
| |
| object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, |
| sizeof(DWORD) * device->d3d_vshader_constantF); |
| if (!object->contained_vs_consts_f) goto fail; |
| |
| object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, |
| sizeof(DWORD) * device->d3d_pshader_constantF); |
| if (!object->contained_ps_consts_f) goto fail; |
| |
| return WINED3D_OK; |
| |
| fail: |
| ERR("Failed to allocate memory\n"); |
| HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f); |
| HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f); |
| HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f); |
| HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f); |
| return E_OUTOFMEMORY; |
| } |
| |
| static inline void stateblock_set_bits(DWORD *map, UINT map_size) |
| { |
| DWORD mask = (1 << (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->primitive_type = 1; |
| states->indices = 1; |
| states->material = 1; |
| states->viewport = 1; |
| states->vertexDecl = 1; |
| states->pixelShader = 1; |
| states->vertexShader = 1; |
| states->scissorRect = 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 = 0xffffffff; |
| states->pixelShaderConstantsB = 0xffff; |
| states->pixelShaderConstantsI = 0xffff; |
| states->vertexShaderConstantsB = 0xffff; |
| states->vertexShaderConstantsI = 0xffff; |
| |
| /* Dynamically sized arrays */ |
| memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts); |
| memset(states->vertexShaderConstantsF, 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; |
| |
| for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i) |
| { |
| DWORD rs = pixel_states_render[i]; |
| states->renderState[rs >> 5] |= 1 << (rs & 0x1f); |
| } |
| |
| for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i) |
| texture_mask |= 1 << pixel_states_texture[i]; |
| for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; |
| for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i) |
| sampler_mask |= 1 << 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->pixelShaderConstantsF, 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 < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i) |
| { |
| DWORD rs = vertex_states_render[i]; |
| states->renderState[rs >> 5] |= 1 << (rs & 0x1f); |
| } |
| |
| for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i) |
| texture_mask |= 1 << vertex_states_texture[i]; |
| for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; |
| for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i) |
| sampler_mask |= 1 << 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->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants); |
| } |
| |
| void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) |
| { |
| struct wined3d_device *device = stateblock->device; |
| 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 < device->d3d_vshader_constantF; ++i) |
| { |
| if (stateblock->changed.vertexShaderConstantsF[i]) |
| { |
| stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i; |
| ++stateblock->num_contained_vs_consts_f; |
| } |
| } |
| |
| for (i = 0; i < MAX_CONST_I; ++i) |
| { |
| if (stateblock->changed.vertexShaderConstantsI & (1 << i)) |
| { |
| stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i; |
| ++stateblock->num_contained_vs_consts_i; |
| } |
| } |
| |
| for (i = 0; i < MAX_CONST_B; ++i) |
| { |
| if (stateblock->changed.vertexShaderConstantsB & (1 << i)) |
| { |
| stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i; |
| ++stateblock->num_contained_vs_consts_b; |
| } |
| } |
| |
| for (i = 0; i < device->d3d_pshader_constantF; ++i) |
| { |
| if (stateblock->changed.pixelShaderConstantsF[i]) |
| { |
| stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i; |
| ++stateblock->num_contained_ps_consts_f; |
| } |
| } |
| |
| for (i = 0; i < MAX_CONST_I; ++i) |
| { |
| if (stateblock->changed.pixelShaderConstantsI & (1 << i)) |
| { |
| stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i; |
| ++stateblock->num_contained_ps_consts_i; |
| } |
| } |
| |
| for (i = 0; i < MAX_CONST_B; ++i) |
| { |
| if (stateblock->changed.pixelShaderConstantsB & (1 << 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 wined3d_stateblock *stateblock, struct list *light_map) |
| { |
| unsigned int i; |
| |
| for (i = 0; i < LIGHTMAP_SIZE; ++i) |
| { |
| const struct wined3d_light_info *src_light; |
| |
| LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry) |
| { |
| struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light)); |
| |
| *dst_light = *src_light; |
| list_add_tail(&stateblock->state.light_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 stateblock_unbind_resources(struct wined3d_stateblock *stateblock) |
| { |
| struct wined3d_state *state = &stateblock->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_COMBINED_SAMPLERS; ++i) |
| { |
| if ((texture = state->textures[i])) |
| { |
| state->textures[i] = NULL; |
| wined3d_texture_decref(texture); |
| } |
| } |
| |
| 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->vertex_shader)) |
| { |
| state->vertex_shader = NULL; |
| wined3d_shader_decref(shader); |
| } |
| |
| if ((shader = state->pixel_shader)) |
| { |
| state->pixel_shader = NULL; |
| wined3d_shader_decref(shader); |
| } |
| } |
| |
| 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) |
| { |
| int counter; |
| |
| stateblock_unbind_resources(stateblock); |
| |
| for (counter = 0; counter < LIGHTMAP_SIZE; ++counter) |
| { |
| struct list *e1, *e2; |
| LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter]) |
| { |
| struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry); |
| list_remove(&light->entry); |
| HeapFree(GetProcessHeap(), 0, light); |
| } |
| } |
| |
| HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f); |
| HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f); |
| HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f); |
| HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f); |
| HeapFree(GetProcessHeap(), 0, stateblock); |
| } |
| |
| return refcount; |
| } |
| |
| static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state) |
| { |
| 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) |
| { |
| struct list *e, *f; |
| LIST_FOR_EACH(e, &dst_state->light_map[i]) |
| { |
| BOOL updated = FALSE; |
| struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight; |
| |
| /* Look up the light in the destination */ |
| LIST_FOR_EACH(f, &src_state->light_map[i]) |
| { |
| realLight = LIST_ENTRY(f, struct wined3d_light_info, entry); |
| if (realLight->OriginalIndex == src->OriginalIndex) |
| { |
| src->OriginalParms = realLight->OriginalParms; |
| |
| if (realLight->glIndex == -1 && src->glIndex != -1) |
| { |
| /* Light disabled */ |
| dst_state->lights[src->glIndex] = NULL; |
| } |
| else if (realLight->glIndex != -1 && src->glIndex == -1) |
| { |
| /* Light enabled */ |
| dst_state->lights[realLight->glIndex] = src; |
| } |
| src->glIndex = realLight->glIndex; |
| updated = TRUE; |
| break; |
| } |
| } |
| |
| if (!updated) |
| { |
| /* 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", |
| src->OriginalIndex, dst_state, src_state); |
| |
| src->OriginalParms = WINED3D_default_light; |
| if (src->glIndex != -1) |
| { |
| dst_state->lights[src->glIndex] = NULL; |
| src->glIndex = -1; |
| } |
| } |
| } |
| } |
| } |
| |
| HRESULT CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock) |
| { |
| const struct wined3d_state *src_state = &stateblock->device->stateBlock->state; |
| unsigned int i; |
| DWORD map; |
| |
| TRACE("stateblock %p.\n", stateblock); |
| |
| TRACE("Capturing state %p.\n", src_state); |
| |
| if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader) |
| { |
| TRACE("Updating vertex shader from %p to %p\n", |
| stateblock->state.vertex_shader, src_state->vertex_shader); |
| |
| if (src_state->vertex_shader) |
| wined3d_shader_incref(src_state->vertex_shader); |
| if (stateblock->state.vertex_shader) |
| wined3d_shader_decref(stateblock->state.vertex_shader); |
| stateblock->state.vertex_shader = src_state->vertex_shader; |
| } |
| |
| /* 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 {%.8e, %.8e, %.8e, %.8e}.\n", idx, |
| src_state->vs_consts_f[idx * 4 + 0], |
| src_state->vs_consts_f[idx * 4 + 1], |
| src_state->vs_consts_f[idx * 4 + 2], |
| src_state->vs_consts_f[idx * 4 + 3]); |
| |
| stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0]; |
| stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1]; |
| stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2]; |
| stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3]; |
| } |
| |
| /* 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[%u] to {%d, %d, %d, %d}.\n", idx, |
| src_state->vs_consts_i[idx * 4 + 0], |
| src_state->vs_consts_i[idx * 4 + 1], |
| src_state->vs_consts_i[idx * 4 + 2], |
| src_state->vs_consts_i[idx * 4 + 3]); |
| |
| stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0]; |
| stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1]; |
| stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2]; |
| stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3]; |
| } |
| |
| /* 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, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE"); |
| |
| stateblock->state.vs_consts_b[idx] = src_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 {%.8e, %.8e, %.8e, %.8e}.\n", idx, |
| src_state->ps_consts_f[idx * 4 + 0], |
| src_state->ps_consts_f[idx * 4 + 1], |
| src_state->ps_consts_f[idx * 4 + 2], |
| src_state->ps_consts_f[idx * 4 + 3]); |
| |
| stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0]; |
| stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1]; |
| stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2]; |
| stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3]; |
| } |
| |
| /* 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 {%d, %d, %d, %d}.\n", idx, |
| src_state->ps_consts_i[idx * 4 + 0], |
| src_state->ps_consts_i[idx * 4 + 1], |
| src_state->ps_consts_i[idx * 4 + 2], |
| src_state->ps_consts_i[idx * 4 + 3]); |
| |
| stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0]; |
| stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1]; |
| stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2]; |
| stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3]; |
| } |
| |
| /* 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, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE"); |
| |
| stateblock->state.ps_consts_b[idx] = src_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->state.transforms[transform] = src_state->transforms[transform]; |
| } |
| |
| if (stateblock->changed.primitive_type) |
| stateblock->state.gl_primitive_type = src_state->gl_primitive_type; |
| |
| if (stateblock->changed.indices |
| && ((stateblock->state.index_buffer != src_state->index_buffer) |
| || (stateblock->state.base_vertex_index != src_state->base_vertex_index) |
| || (stateblock->state.index_format != src_state->index_format))) |
| { |
| TRACE("Updating index buffer to %p, base vertex index to %d.\n", |
| src_state->index_buffer, src_state->base_vertex_index); |
| |
| if (src_state->index_buffer) |
| wined3d_buffer_incref(src_state->index_buffer); |
| if (stateblock->state.index_buffer) |
| wined3d_buffer_decref(stateblock->state.index_buffer); |
| stateblock->state.index_buffer = src_state->index_buffer; |
| stateblock->state.base_vertex_index = src_state->base_vertex_index; |
| stateblock->state.index_format = src_state->index_format; |
| } |
| |
| if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration) |
| { |
| TRACE("Updating vertex declaration from %p to %p.\n", |
| stateblock->state.vertex_declaration, src_state->vertex_declaration); |
| |
| if (src_state->vertex_declaration) |
| wined3d_vertex_declaration_incref(src_state->vertex_declaration); |
| if (stateblock->state.vertex_declaration) |
| wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration); |
| stateblock->state.vertex_declaration = src_state->vertex_declaration; |
| } |
| |
| if (stateblock->changed.material |
| && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material))) |
| { |
| TRACE("Updating material.\n"); |
| |
| stateblock->state.material = src_state->material; |
| } |
| |
| if (stateblock->changed.viewport |
| && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport))) |
| { |
| TRACE("Updating viewport.\n"); |
| |
| stateblock->state.viewport = src_state->viewport; |
| } |
| |
| if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect, |
| &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect))) |
| { |
| TRACE("Updating scissor rect.\n"); |
| |
| stateblock->state.scissor_rect = src_state->scissor_rect; |
| } |
| |
| map = stateblock->changed.streamSource; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (stateblock->state.streams[i].stride != src_state->streams[i].stride |
| || stateblock->state.streams[i].buffer != src_state->streams[i].buffer) |
| { |
| TRACE("Updating stream source %u to %p, stride to %u.\n", |
| i, src_state->streams[i].buffer, |
| src_state->streams[i].stride); |
| |
| stateblock->state.streams[i].stride = src_state->streams[i].stride; |
| if (src_state->streams[i].buffer) |
| wined3d_buffer_incref(src_state->streams[i].buffer); |
| if (stateblock->state.streams[i].buffer) |
| wined3d_buffer_decref(stateblock->state.streams[i].buffer); |
| stateblock->state.streams[i].buffer = src_state->streams[i].buffer; |
| } |
| } |
| |
| map = stateblock->changed.streamFreq; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency |
| || stateblock->state.streams[i].flags != src_state->streams[i].flags) |
| { |
| TRACE("Updating stream frequency %u to %u flags to %#x.\n", |
| i, src_state->streams[i].frequency, src_state->streams[i].flags); |
| |
| stateblock->state.streams[i].frequency = src_state->streams[i].frequency; |
| stateblock->state.streams[i].flags = src_state->streams[i].flags; |
| } |
| } |
| |
| map = stateblock->changed.clipplane; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (memcmp(src_state->clip_planes[i], stateblock->state.clip_planes[i], sizeof(*stateblock->state.clip_planes))) |
| { |
| TRACE("Updating clipplane %u.\n", i); |
| memcpy(stateblock->state.clip_planes[i], src_state->clip_planes[i], sizeof(*stateblock->state.clip_planes)); |
| } |
| } |
| |
| /* 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, src_state->render_states[rs]); |
| |
| stateblock->state.render_states[rs] = src_state->render_states[rs]; |
| } |
| |
| /* Texture states */ |
| for (i = 0; i < stateblock->num_contained_tss_states; ++i) |
| { |
| DWORD stage = stateblock->contained_tss_states[i].stage; |
| DWORD state = stateblock->contained_tss_states[i].state; |
| |
| TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state, |
| src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]); |
| |
| stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][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, src_state->textures[i], stateblock->state.textures[i]); |
| |
| if (src_state->textures[i]) |
| wined3d_texture_incref(src_state->textures[i]); |
| if (stateblock->state.textures[i]) |
| wined3d_texture_decref(stateblock->state.textures[i]); |
| stateblock->state.textures[i] = src_state->textures[i]; |
| } |
| |
| for (i = 0; i < stateblock->num_contained_sampler_states; ++i) |
| { |
| DWORD stage = stateblock->contained_sampler_states[i].stage; |
| DWORD state = stateblock->contained_sampler_states[i].state; |
| |
| TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state, |
| src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]); |
| |
| stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state]; |
| } |
| |
| if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader) |
| { |
| if (src_state->pixel_shader) |
| wined3d_shader_incref(src_state->pixel_shader); |
| if (stateblock->state.pixel_shader) |
| wined3d_shader_decref(stateblock->state.pixel_shader); |
| stateblock->state.pixel_shader = src_state->pixel_shader; |
| } |
| |
| wined3d_state_record_lights(&stateblock->state, src_state); |
| |
| TRACE("Capture done.\n"); |
| |
| return WINED3D_OK; |
| } |
| |
| static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state) |
| { |
| UINT i; |
| |
| for (i = 0; i < LIGHTMAP_SIZE; ++i) |
| { |
| struct list *e; |
| |
| LIST_FOR_EACH(e, &state->light_map[i]) |
| { |
| const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| |
| wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms); |
| wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1); |
| } |
| } |
| } |
| |
| HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) |
| { |
| 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) |
| wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader); |
| |
| /* Vertex Shader Constants. */ |
| for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) |
| { |
| wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i], |
| stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1); |
| } |
| for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) |
| { |
| wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i], |
| stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1); |
| } |
| for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) |
| { |
| wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i], |
| stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1); |
| } |
| |
| apply_lights(device, &stateblock->state); |
| |
| if (stateblock->changed.pixelShader) |
| wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader); |
| |
| /* Pixel Shader Constants. */ |
| for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) |
| { |
| wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i], |
| stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1); |
| } |
| for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) |
| { |
| wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i], |
| stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1); |
| } |
| for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) |
| { |
| wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i], |
| stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1); |
| } |
| |
| /* Render states. */ |
| for (i = 0; i < stateblock->num_contained_render_states; ++i) |
| { |
| wined3d_device_set_render_state(device, stateblock->contained_render_states[i], |
| stateblock->state.render_states[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 state = stateblock->contained_tss_states[i].state; |
| |
| wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]); |
| } |
| |
| /* Sampler states. */ |
| for (i = 0; i < stateblock->num_contained_sampler_states; ++i) |
| { |
| DWORD stage = stateblock->contained_sampler_states[i].stage; |
| DWORD state = stateblock->contained_sampler_states[i].state; |
| DWORD value = stateblock->state.sampler_states[stage][state]; |
| |
| if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS; |
| wined3d_device_set_sampler_state(device, stage, state, value); |
| } |
| |
| /* Transform states. */ |
| for (i = 0; i < stateblock->num_contained_transform_states; ++i) |
| { |
| wined3d_device_set_transform(device, stateblock->contained_transform_states[i], |
| &stateblock->state.transforms[stateblock->contained_transform_states[i]]); |
| } |
| |
| if (stateblock->changed.primitive_type) |
| { |
| stateblock->device->updateStateBlock->changed.primitive_type = TRUE; |
| stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type; |
| } |
| |
| if (stateblock->changed.indices) |
| { |
| wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format); |
| wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index); |
| } |
| |
| if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration) |
| wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration); |
| |
| if (stateblock->changed.material) |
| wined3d_device_set_material(device, &stateblock->state.material); |
| |
| if (stateblock->changed.viewport) |
| wined3d_device_set_viewport(device, &stateblock->state.viewport); |
| |
| if (stateblock->changed.scissorRect) |
| wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect); |
| |
| map = stateblock->changed.streamSource; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (map & 1) |
| wined3d_device_set_stream_source(device, i, |
| stateblock->state.streams[i].buffer, |
| 0, stateblock->state.streams[i].stride); |
| } |
| |
| map = stateblock->changed.streamFreq; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (map & 1) |
| wined3d_device_set_stream_source_freq(device, i, |
| stateblock->state.streams[i].frequency | 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; |
| wined3d_device_set_texture(device, stage, stateblock->state.textures[i]); |
| } |
| |
| map = stateblock->changed.clipplane; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| float clip[4]; |
| |
| if (!(map & 1)) continue; |
| |
| clip[0] = (float) stateblock->state.clip_planes[i][0]; |
| clip[1] = (float) stateblock->state.clip_planes[i][1]; |
| clip[2] = (float) stateblock->state.clip_planes[i][2]; |
| clip[3] = (float) stateblock->state.clip_planes[i][3]; |
| wined3d_device_set_clip_plane(device, i, clip); |
| } |
| |
| stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1; |
| for (i = 0; i < MAX_TEXTURES - 1; ++i) |
| { |
| if (stateblock->device->stateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE) |
| { |
| stateblock->device->stateBlock->state.lowest_disabled_stage = i; |
| break; |
| } |
| } |
| |
| TRACE("Applied stateblock %p.\n", stateblock); |
| |
| return WINED3D_OK; |
| } |
| |
| void stateblock_init_default_state(struct wined3d_stateblock *stateblock) |
| { |
| struct wined3d_device *device = stateblock->device; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| struct wined3d_state *state = &stateblock->state; |
| union |
| { |
| struct wined3d_line_pattern lp; |
| DWORD d; |
| } lp; |
| union { |
| float f; |
| DWORD d; |
| } tmpfloat; |
| unsigned int i; |
| struct wined3d_swapchain *swapchain; |
| struct wined3d_surface *backbuffer; |
| HRESULT hr; |
| |
| TRACE("stateblock %p.\n", stateblock); |
| |
| memset(stateblock->changed.pixelShaderConstantsF, 0, device->d3d_pshader_constantF * sizeof(BOOL)); |
| memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL)); |
| |
| /* Set some of the defaults for lights, transforms etc */ |
| memcpy(&state->transforms[WINED3D_TS_PROJECTION], identity, sizeof(identity)); |
| memcpy(&state->transforms[WINED3D_TS_VIEW], identity, sizeof(identity)); |
| for (i = 0; i < 256; ++i) |
| { |
| memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], identity, sizeof(identity)); |
| } |
| |
| state->fb = &device->fb; |
| |
| TRACE("Render states\n"); |
| /* Render states: */ |
| if (device->auto_depth_stencil) |
| state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE; |
| else |
| state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE; |
| state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID; |
| state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD; |
| lp.lp.repeat_factor = 0; |
| lp.lp.line_pattern = 0; |
| state->render_states[WINED3D_RS_LINEPATTERN] = lp.d; |
| state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE; |
| state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE; |
| state->render_states[WINED3D_RS_LASTPIXEL] = TRUE; |
| state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE; |
| state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO; |
| state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW; |
| state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL; |
| state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS; |
| state->render_states[WINED3D_RS_ALPHAREF] = 0; |
| state->render_states[WINED3D_RS_DITHERENABLE] = FALSE; |
| state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE; |
| state->render_states[WINED3D_RS_FOGENABLE] = FALSE; |
| state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE; |
| state->render_states[WINED3D_RS_ZVISIBLE] = 0; |
| state->render_states[WINED3D_RS_FOGCOLOR] = 0; |
| state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d; |
| state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE; |
| state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE; |
| state->render_states[WINED3D_RS_STENCILENABLE] = FALSE; |
| state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; |
| state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; |
| state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; |
| state->render_states[WINED3D_RS_STENCILREF] = 0; |
| state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff; |
| state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS; |
| state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff; |
| state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff; |
| state->render_states[WINED3D_RS_WRAP0] = 0; |
| state->render_states[WINED3D_RS_WRAP1] = 0; |
| state->render_states[WINED3D_RS_WRAP2] = 0; |
| state->render_states[WINED3D_RS_WRAP3] = 0; |
| state->render_states[WINED3D_RS_WRAP4] = 0; |
| state->render_states[WINED3D_RS_WRAP5] = 0; |
| state->render_states[WINED3D_RS_WRAP6] = 0; |
| state->render_states[WINED3D_RS_WRAP7] = 0; |
| state->render_states[WINED3D_RS_CLIPPING] = TRUE; |
| state->render_states[WINED3D_RS_LIGHTING] = TRUE; |
| state->render_states[WINED3D_RS_AMBIENT] = 0; |
| state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE; |
| state->render_states[WINED3D_RS_COLORVERTEX] = TRUE; |
| state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE; |
| state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE; |
| state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1; |
| state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2; |
| state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL; |
| state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL; |
| state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE; |
| state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0; |
| state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d; |
| state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE; |
| state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d; |
| state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE; |
| state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff; |
| state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d; |
| state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe; |
| tmpfloat.f = gl_info->limits.pointsize_max; |
| state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d; |
| state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE; |
| state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d; |
| state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD; |
| state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC; |
| state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR; |
| /* states new in d3d9 */ |
| state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE; |
| state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d; |
| state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d; |
| state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d; |
| state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d; |
| state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE; |
| state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE; |
| state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; |
| state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; |
| state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; |
| state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS; |
| state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f; |
| state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f; |
| state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f; |
| state->render_states[WINED3D_RS_BLENDFACTOR] = 0xFFFFFFFF; |
| state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0; |
| state->render_states[WINED3D_RS_DEPTHBIAS] = 0; |
| state->render_states[WINED3D_RS_WRAP8] = 0; |
| state->render_states[WINED3D_RS_WRAP9] = 0; |
| state->render_states[WINED3D_RS_WRAP10] = 0; |
| state->render_states[WINED3D_RS_WRAP11] = 0; |
| state->render_states[WINED3D_RS_WRAP12] = 0; |
| state->render_states[WINED3D_RS_WRAP13] = 0; |
| state->render_states[WINED3D_RS_WRAP14] = 0; |
| state->render_states[WINED3D_RS_WRAP15] = 0; |
| state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE; |
| state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE; |
| state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO; |
| state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD; |
| |
| /* 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); |
| memcpy(&state->transforms[WINED3D_TS_TEXTURE0 + i], identity, sizeof(identity)); |
| state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE; |
| state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE; |
| state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT; |
| state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1; |
| state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE; |
| state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT; |
| state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0; |
| state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0; |
| state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0; |
| state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0; |
| state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i; |
| state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0; |
| state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0; |
| state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE; |
| state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT; |
| state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT; |
| state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT; |
| } |
| state->lowest_disabled_stage = 1; |
| |
| /* Sampler states*/ |
| for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i) |
| { |
| TRACE("Setting up default samplers states for sampler %u.\n", i); |
| state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP; |
| state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP; |
| state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP; |
| state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0; |
| state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT; |
| state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT; |
| state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE; |
| state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0; |
| state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0; |
| state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1; |
| state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0; |
| /* TODO: Indicates which element of a multielement texture to use. */ |
| state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0; |
| /* TODO: Vertex offset in the presampled displacement map. */ |
| state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0; |
| } |
| |
| for (i = 0; i < gl_info->limits.textures; ++i) |
| { |
| state->textures[i] = NULL; |
| } |
| |
| /* check the return values, because the GetBackBuffer call isn't valid for ddraw */ |
| hr = wined3d_device_get_swapchain(device, 0, &swapchain); |
| if (SUCCEEDED(hr) && swapchain) |
| { |
| hr = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3D_BACKBUFFER_TYPE_MONO, &backbuffer); |
| if (SUCCEEDED(hr) && backbuffer) |
| { |
| struct wined3d_resource_desc desc; |
| |
| wined3d_resource_get_desc(&backbuffer->resource, &desc); |
| wined3d_surface_decref(backbuffer); |
| |
| /* Set the default scissor rect values */ |
| state->scissor_rect.left = 0; |
| state->scissor_rect.right = desc.width; |
| state->scissor_rect.top = 0; |
| state->scissor_rect.bottom = desc.height; |
| } |
| |
| /* Set the default viewport */ |
| state->viewport.x = 0; |
| state->viewport.y = 0; |
| state->viewport.width = swapchain->desc.backbuffer_width; |
| state->viewport.height = swapchain->desc.backbuffer_height; |
| state->viewport.min_z = 0.0f; |
| state->viewport.max_z = 1.0f; |
| |
| wined3d_swapchain_decref(swapchain); |
| } |
| |
| TRACE("Done.\n"); |
| } |
| |
| static HRESULT stateblock_init(struct wined3d_stateblock *stateblock, |
| struct wined3d_device *device, enum wined3d_stateblock_type type) |
| { |
| unsigned int i; |
| HRESULT hr; |
| |
| stateblock->ref = 1; |
| stateblock->device = device; |
| |
| for (i = 0; i < LIGHTMAP_SIZE; i++) |
| { |
| list_init(&stateblock->state.light_map[i]); |
| } |
| |
| hr = stateblock_allocate_shader_constants(stateblock); |
| if (FAILED(hr)) return hr; |
| |
| /* The WINED3D_SBT_INIT stateblock type is used during initialization to |
| * produce a placeholder stateblock so other functions called can update a |
| * state block. */ |
| if (type == WINED3D_SBT_INIT || 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, device->stateBlock->state.light_map); |
| stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF, |
| device->d3d_pshader_constantF); |
| break; |
| |
| case WINED3D_SBT_PIXEL_STATE: |
| stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF); |
| break; |
| |
| case WINED3D_SBT_VERTEX_STATE: |
| stateblock_init_lights(stateblock, device->stateBlock->state.light_map); |
| stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF); |
| 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); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| { |
| ERR("Failed to allocate stateblock memory.\n"); |
| return E_OUTOFMEMORY; |
| } |
| |
| hr = stateblock_init(object, device, type); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize stateblock, hr %#x.\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| |
| TRACE("Created stateblock %p.\n", object); |
| *stateblock = object; |
| |
| return WINED3D_OK; |
| } |