| /* |
| * state block implementation |
| * |
| * Copyright 2002 Raphael Junqueira |
| * |
| * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
| */ |
| |
| #include "config.h" |
| |
| #include <math.h> |
| #include <stdarg.h> |
| |
| #include "windef.h" |
| #include "winbase.h" |
| #include "winuser.h" |
| #include "wingdi.h" |
| #include "wine/debug.h" |
| |
| #include "d3d8_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| |
| /* Used for CreateStateBlock */ |
| #define NUM_SAVEDPIXELSTATES_R 38 |
| #define NUM_SAVEDPIXELSTATES_T 27 |
| #define NUM_SAVEDVERTEXSTATES_R 33 |
| #define NUM_SAVEDVERTEXSTATES_T 2 |
| |
| /* |
| * Globals |
| */ |
| extern DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R]; |
| extern DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T]; |
| extern DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R]; |
| extern DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T]; |
| static const float idmatrix[16] = { |
| 1.0, 0.0, 0.0, 0.0, |
| 0.0, 1.0, 0.0, 0.0, |
| 0.0, 0.0, 1.0, 0.0, |
| 0.0, 0.0, 0.0, 1.0 |
| }; |
| |
| HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* This) { |
| union { |
| D3DLINEPATTERN lp; |
| DWORD d; |
| } lp; |
| union { |
| float f; |
| DWORD d; |
| } tmpfloat; |
| int i; |
| int j; |
| LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This; |
| |
| /* Note this may have a large overhead but it should only be executed |
| once, in order to initialize the complete state of the device and |
| all opengl equivalents */ |
| TRACE("-----------------------> Setting up device defaults...\n"); |
| This->StateBlock->blockType = D3DSBT_ALL; |
| |
| /* FIXME: Set some of the defaults for lights, transforms etc */ |
| memcpy(&This->StateBlock->transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix)); |
| memcpy(&This->StateBlock->transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix)); |
| for (i = 0; i < 256; ++i) { |
| memcpy(&This->StateBlock->transforms[D3DTS_WORLDMATRIX(i)], &idmatrix, sizeof(idmatrix)); |
| } |
| |
| /* Render states: */ |
| if (This->PresentParms.EnableAutoDepthStencil) { |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE); |
| } else { |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE); |
| } |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FILLMODE, D3DFILL_SOLID); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SHADEMODE, D3DSHADE_GOURAUD); |
| |
| lp.lp.wRepeatFactor = 0; lp.lp.wLinePattern = 0; |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, lp.d); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZWRITEENABLE, TRUE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHATESTENABLE, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LASTPIXEL, TRUE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SRCBLEND, D3DBLEND_ONE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DESTBLEND, D3DBLEND_ZERO); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CULLMODE, D3DCULL_CCW); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAREF, 0xff); /*??*/ |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DITHERENABLE, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHABLENDENABLE, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGENABLE, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARENABLE, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZVISIBLE, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGCOLOR, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| tmpfloat.f = 0.0f; |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, tmpfloat.d); |
| tmpfloat.f = 1.0f; |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, tmpfloat.d); |
| tmpfloat.f = 1.0f; |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, tmpfloat.d); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EDGEANTIALIAS, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZBIAS, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_RANGEFOGENABLE, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILENABLE, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); |
| |
| /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults |
| * so only a single call performed (and ensure defaults initialized before making that call) |
| * |
| * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0); |
| * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF); |
| */ |
| This->StateBlock->renderstate[D3DRS_STENCILREF] = 0; |
| This->StateBlock->renderstate[D3DRS_STENCILMASK] = 0xFFFFFFFF; |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP1, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP2, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP3, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP4, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP5, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP6, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP7, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPING, TRUE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LIGHTING, TRUE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENT, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORVERTEX, TRUE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LOCALVIEWER, TRUE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALIZENORMALS, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_VERTEXBLEND, D3DVBF_DISABLE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPLANEENABLE, 0); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE); |
| tmpfloat.f = 1.0f; |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, tmpfloat.d); |
| tmpfloat.f = 0.0f; |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, tmpfloat.d); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSPRITEENABLE, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALEENABLE, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_A, TRUE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_B, TRUE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_C, TRUE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEANTIALIAS, TRUE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE); |
| tmpfloat.f = 1.0f; |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, tmpfloat.d); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE); |
| tmpfloat.f = 64.0f; |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, tmpfloat.d); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F); |
| tmpfloat.f = 0.0f; |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, tmpfloat.d); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC); |
| IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR); |
| |
| /* Texture Stage States - Put directly into state block, we will call function below */ |
| for (i = 0; i < GL_LIMITS(textures); i++) { |
| memcpy(&This->StateBlock->transforms[D3DTS_TEXTURE0 + i], &idmatrix, sizeof(idmatrix)); |
| This->StateBlock->texture_state[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE; |
| This->StateBlock->texture_state[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE; |
| This->StateBlock->texture_state[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT; |
| This->StateBlock->texture_state[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE; |
| This->StateBlock->texture_state[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE; |
| This->StateBlock->texture_state[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT; |
| This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0; |
| This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0; |
| This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0; |
| This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0; |
| This->StateBlock->texture_state[i][D3DTSS_TEXCOORDINDEX ] = i; |
| This->StateBlock->texture_state[i][D3DTSS_ADDRESSU ] = D3DTADDRESS_WRAP; |
| This->StateBlock->texture_state[i][D3DTSS_ADDRESSV ] = D3DTADDRESS_WRAP; |
| This->StateBlock->texture_state[i][D3DTSS_BORDERCOLOR ] = 0x00; |
| This->StateBlock->texture_state[i][D3DTSS_MAGFILTER ] = D3DTEXF_POINT; |
| This->StateBlock->texture_state[i][D3DTSS_MINFILTER ] = D3DTEXF_POINT; |
| This->StateBlock->texture_state[i][D3DTSS_MIPFILTER ] = D3DTEXF_NONE; |
| This->StateBlock->texture_state[i][D3DTSS_MIPMAPLODBIAS ] = 0; |
| This->StateBlock->texture_state[i][D3DTSS_MAXMIPLEVEL ] = 0; |
| This->StateBlock->texture_state[i][D3DTSS_MAXANISOTROPY ] = 1; |
| This->StateBlock->texture_state[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0; |
| This->StateBlock->texture_state[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0; |
| This->StateBlock->texture_state[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE; |
| This->StateBlock->texture_state[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP; |
| This->StateBlock->texture_state[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT; |
| This->StateBlock->texture_state[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT; |
| This->StateBlock->texture_state[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT; |
| } |
| |
| /* Under DirectX you can have texture stage operations even if no texture is |
| bound, whereas opengl will only do texture operations when a valid texture is |
| bound. We emulate this by creating dummy textures and binding them to each |
| texture stage, but disable all stages by default. Hence if a stage is enabled |
| then the default texture will kick in until replaced by a SetTexture call */ |
| |
| ENTER_GL(); |
| |
| for (i = 0; i < GL_LIMITS(textures); i++) { |
| GLubyte white = 255; |
| |
| /* Note this avoids calling settexture, so pretend it has been called */ |
| This->StateBlock->Set.textures[i] = TRUE; |
| This->StateBlock->Changed.textures[i] = TRUE; |
| This->StateBlock->textures[i] = NULL; |
| |
| /* Make appropriate texture active */ |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| #if defined(GL_VERSION_1_3) |
| glActiveTexture(GL_TEXTURE0 + i); |
| #else |
| glActiveTextureARB(GL_TEXTURE0_ARB + i); |
| #endif |
| checkGLcall("glActiveTextureARB"); |
| } else if (i > 0) { |
| FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); |
| } |
| |
| /* Generate an opengl texture name */ |
| glGenTextures(1, &This->dummyTextureName[i]); |
| checkGLcall("glGenTextures"); |
| TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]); |
| |
| /* Generate a dummy 1d texture */ |
| This->StateBlock->textureDimensions[i] = GL_TEXTURE_1D; |
| glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]); |
| checkGLcall("glBindTexture"); |
| |
| glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white); |
| checkGLcall("glTexImage1D"); |
| |
| /* Reapply all the texture state information to this texture */ |
| setupTextureStates(iface, i, REAPPLY_ALL); |
| } |
| |
| LEAVE_GL(); |
| |
| /* defaulting palettes */ |
| for (i = 0; i < MAX_PALETTES; ++i) { |
| for (j = 0; j < 256; ++j) { |
| This->palettes[i][j].peRed = 0xFF; |
| This->palettes[i][j].peGreen = 0xFF; |
| This->palettes[i][j].peBlue = 0xFF; |
| This->palettes[i][j].peFlags = 0xFF; |
| } |
| } |
| This->currentPalette = 0; |
| |
| TRACE("-----------------------> Device defaults now set up...\n"); |
| |
| return D3D_OK; |
| } |
| |
| |
| |
| HRESULT WINAPI IDirect3DDeviceImpl_CreateStateBlock(IDirect3DDevice8Impl* This, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlockImpl** ppStateBlock) { |
| IDirect3DStateBlockImpl* object; |
| UINT i, j; |
| |
| TRACE("(%p) : Type(%d)\n", This, Type); |
| |
| /* Allocate Storage */ |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl)); |
| if (object) { |
| if (NULL == This->StateBlock) { /** if it the main stateblock only do init and returns */ |
| /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/ |
| object->device = This; |
| object->ref = 1; |
| object->blockType = Type; |
| This->StateBlock = object; |
| /* don't forget to init it calling InitStartupStateBlock */ |
| return D3D_OK; |
| } |
| memcpy(object, This->StateBlock, sizeof(IDirect3DStateBlockImpl)); |
| } else { |
| *ppStateBlock = (IDirect3DStateBlockImpl*) 0xFFFFFFFF; |
| return E_OUTOFMEMORY; |
| } |
| /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/ |
| object->device = This; |
| object->ref = 1; |
| object->blockType = Type; |
| |
| TRACE("Updating changed flags appropriate for type %d\n", Type); |
| |
| if (Type == D3DSBT_ALL) { |
| TRACE("ALL => Pretend everything has changed\n"); |
| memset(&object->Changed, TRUE, sizeof(This->StateBlock->Changed)); |
| |
| } else if (Type == D3DSBT_PIXELSTATE) { |
| |
| memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed)); |
| |
| /* TODO: Pixel Shader Constants */ |
| object->Changed.pixelShader = TRUE; |
| for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) { |
| object->Changed.renderstate[SavedPixelStates_R[i]] = TRUE; |
| } |
| for (j = 0; j < GL_LIMITS(textures); i++) { |
| for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) { |
| object->Changed.texture_state[j][SavedPixelStates_T[i]] = TRUE; |
| } |
| } |
| |
| } else if (Type == D3DSBT_VERTEXSTATE) { |
| |
| memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed)); |
| |
| /* TODO: Vertex Shader Constants */ |
| object->Changed.vertexShader = TRUE; |
| for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) { |
| object->Changed.renderstate[SavedVertexStates_R[i]] = TRUE; |
| } |
| for (j = 0; j < GL_LIMITS(textures); i++) { |
| for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) { |
| object->Changed.texture_state[j][SavedVertexStates_T[i]] = TRUE; |
| } |
| } |
| |
| /* Duplicate light chain */ |
| { |
| PLIGHTINFOEL *src = NULL; |
| PLIGHTINFOEL *dst = NULL; |
| PLIGHTINFOEL *newEl = NULL; |
| |
| src = This->StateBlock->lights; |
| object->lights = NULL; |
| |
| while (src) { |
| newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL)); |
| if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY; |
| memcpy(newEl, src, sizeof(PLIGHTINFOEL)); |
| newEl->prev = dst; |
| newEl->changed = TRUE; |
| newEl->enabledChanged = TRUE; |
| if (dst == NULL) { |
| object->lights = newEl; |
| } else { |
| dst->next = newEl; |
| } |
| dst = newEl; |
| src = src->next; |
| } |
| } |
| |
| } else { |
| FIXME("Unrecognized state block type %d\n", Type); |
| } |
| TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object); |
| |
| *ppStateBlock = object; |
| return D3D_OK; |
| } |
| |
| /** yakkk temporary waiting for Release */ |
| HRESULT WINAPI IDirect3DDeviceImpl_DeleteStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) { |
| PLIGHTINFOEL *tmp; |
| |
| TRACE("(%p) : freeing StateBlock %p\n", This, pSB); |
| tmp = pSB->lights; |
| if (tmp) tmp = tmp->next; |
| while (tmp != NULL) { |
| HeapFree(GetProcessHeap(), 0, (void *)(tmp->prev)); |
| tmp = tmp->next; |
| } |
| if (tmp) HeapFree(GetProcessHeap(), 0, (void *)tmp); |
| HeapFree(GetProcessHeap(), 0, (void *)pSB); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDeviceImpl_BeginStateBlock(IDirect3DDevice8Impl* This) { |
| IDirect3DStateBlockImpl* object; |
| |
| TRACE("(%p)\n", This); |
| |
| if (This->isRecordingState) { |
| TRACE("(%p) already recording! returning error\n", This); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| /* Allocate Storage */ |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl)); |
| if (object) { |
| } else { |
| return E_OUTOFMEMORY; |
| } |
| /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/ |
| object->device = This; |
| object->ref = 1; |
| |
| This->isRecordingState = TRUE; |
| This->UpdateStateBlock = object; |
| |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDeviceImpl_EndStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl** ppStateBlock) { |
| TRACE("(%p)\n", This); |
| |
| if (!This->isRecordingState) { |
| TRACE("(%p) not recording! returning error\n", This); |
| *ppStateBlock = NULL; |
| return D3DERR_INVALIDCALL; |
| } |
| |
| This->UpdateStateBlock->blockType = D3DSBT_RECORDED; |
| *ppStateBlock = This->UpdateStateBlock; /* FIXME: AddRef() */ |
| This->isRecordingState = FALSE; |
| This->UpdateStateBlock = This->StateBlock; |
| |
| TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDeviceImpl_ApplyStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) { |
| UINT i; |
| UINT j; |
| LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This; |
| |
| TRACE("(%p) : Applying state block %p ------------------v\n", This, pSB); |
| |
| /* FIXME: Only apply applicable states not all states */ |
| |
| if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) { |
| |
| PLIGHTINFOEL *toDo = pSB->lights; |
| while (toDo != NULL) { |
| if (toDo->changed) |
| IDirect3DDevice8Impl_SetLight(iface, toDo->OriginalIndex, &toDo->OriginalParms); |
| if (toDo->enabledChanged) |
| IDirect3DDevice8Impl_LightEnable(iface, toDo->OriginalIndex, toDo->lightEnabled); |
| toDo = toDo->next; |
| } |
| |
| if (pSB->Set.vertexShader && pSB->Changed.vertexShader) |
| IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader); |
| |
| /* TODO: Vertex Shader Constants */ |
| } |
| |
| if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) { |
| |
| if (pSB->Set.pixelShader && pSB->Changed.pixelShader) |
| IDirect3DDevice8Impl_SetPixelShader(iface, pSB->PixelShader); |
| |
| /* TODO: Pixel Shader Constants */ |
| } |
| |
| /* Others + Render & Texture */ |
| if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL) { |
| for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) { |
| if (pSB->Set.transform[i] && pSB->Changed.transform[i]) |
| IDirect3DDevice8Impl_SetTransform(iface, i, &pSB->transforms[i]); |
| } |
| |
| if (pSB->Set.Indices && pSB->Changed.Indices) |
| IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex); |
| |
| if (pSB->Set.material && pSB->Changed.material) |
| IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material); |
| |
| if (pSB->Set.viewport && pSB->Changed.viewport) |
| IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport); |
| |
| for (i=0; i<MAX_STREAMS; i++) { |
| if (pSB->Set.stream_source[i] && pSB->Changed.stream_source[i]) |
| IDirect3DDevice8Impl_SetStreamSource(iface, i, pSB->stream_source[i], pSB->stream_stride[i]); |
| } |
| |
| for (i = 0; i < GL_LIMITS(clipplanes); i++) { |
| if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) { |
| float clip[4]; |
| |
| clip[0] = pSB->clipplane[i][0]; |
| clip[1] = pSB->clipplane[i][1]; |
| clip[2] = pSB->clipplane[i][2]; |
| clip[3] = pSB->clipplane[i][3]; |
| IDirect3DDevice8Impl_SetClipPlane(iface, i, clip); |
| } |
| } |
| |
| /* Render */ |
| for (i = 0; i < HIGHEST_RENDER_STATE; i++) { |
| if (pSB->Set.renderstate[i] && pSB->Changed.renderstate[i]) |
| IDirect3DDevice8Impl_SetRenderState(iface, i, pSB->renderstate[i]); |
| } |
| |
| /* Texture */ |
| for (j = 0; j < GL_LIMITS(textures); j++) { |
| for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) { |
| if (pSB->Set.texture_state[j][i] && pSB->Changed.texture_state[j][i]) { |
| IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]); |
| } |
| } |
| if (pSB->Set.textures[j] && pSB->Changed.textures[j]) { |
| IDirect3DDevice8Impl_SetTexture(iface, j, pSB->textures[j]); |
| } |
| } |
| |
| |
| } else if (pSB->blockType == D3DSBT_PIXELSTATE) { |
| |
| for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) { |
| if (pSB->Set.renderstate[SavedPixelStates_R[i]] && pSB->Changed.renderstate[SavedPixelStates_R[i]]) |
| IDirect3DDevice8Impl_SetRenderState(iface, SavedPixelStates_R[i], pSB->renderstate[SavedPixelStates_R[i]]); |
| |
| } |
| |
| for (j = 0; j < GL_LIMITS(textures); i++) { |
| for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) { |
| if (pSB->Set.texture_state[j][SavedPixelStates_T[i]] && |
| pSB->Changed.texture_state[j][SavedPixelStates_T[i]]) |
| IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedPixelStates_T[i], pSB->texture_state[j][SavedPixelStates_T[i]]); |
| } |
| } |
| |
| } else if (pSB->blockType == D3DSBT_VERTEXSTATE) { |
| |
| for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) { |
| if (pSB->Set.renderstate[SavedVertexStates_R[i]] && pSB->Changed.renderstate[SavedVertexStates_R[i]]) |
| IDirect3DDevice8Impl_SetRenderState(iface, SavedVertexStates_R[i], pSB->renderstate[SavedVertexStates_R[i]]); |
| } |
| |
| for (j = 0; j < GL_LIMITS(textures); i++) { |
| for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) { |
| if (pSB->Set.texture_state[j][SavedVertexStates_T[i]] && |
| pSB->Changed.texture_state[j][SavedVertexStates_T[i]]) |
| IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedVertexStates_T[i], pSB->texture_state[j][SavedVertexStates_T[i]]); |
| } |
| } |
| |
| |
| } else { |
| FIXME("Unrecognized state block type %d\n", pSB->blockType); |
| } |
| memcpy(&This->StateBlock->Changed, &pSB->Changed, sizeof(This->StateBlock->Changed)); |
| TRACE("(%p) : Applied state block %p ------------------^\n", This, pSB); |
| |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDeviceImpl_CaptureStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* updateBlock) { |
| LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This; |
| PLIGHTINFOEL *tmp; |
| |
| TRACE("(%p) : Updating state block %p ------------------v \n", This, updateBlock); |
| |
| /* If not recorded, then update can just recapture */ |
| if (updateBlock->blockType != D3DSBT_RECORDED) { |
| IDirect3DStateBlockImpl* tmpBlock; |
| IDirect3DDeviceImpl_CreateStateBlock(This, updateBlock->blockType, &tmpBlock); |
| |
| /* Note just swap the light chains over so when deleting, the old one goes */ |
| tmp = updateBlock->lights; |
| memcpy(updateBlock, tmpBlock, sizeof(IDirect3DStateBlockImpl)); |
| tmpBlock->lights = tmp; |
| |
| /* Delete the temporary one (which points to the old light chain though */ |
| IDirect3DDeviceImpl_DeleteStateBlock(This, tmpBlock); |
| |
| } else { |
| int i, j; |
| PLIGHTINFOEL *src; |
| |
| /* Recorded => Only update 'changed' values */ |
| if (updateBlock->Set.vertexShader && updateBlock->VertexShader != This->StateBlock->VertexShader) { |
| updateBlock->VertexShader = This->StateBlock->VertexShader; |
| TRACE("Updating vertex shader to %ld\n", This->StateBlock->VertexShader); |
| } |
| |
| /* TODO: Vertex Shader Constants */ |
| |
| /* 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 */ |
| src = updateBlock->lights; |
| while (src != NULL) { |
| PLIGHTINFOEL *realLight = NULL; |
| |
| /* Locate the light in the live lights */ |
| realLight = This->StateBlock->lights; |
| while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next; |
| |
| if (realLight == NULL) { |
| FIXME("A captured light no longer exists...?\n"); |
| } else { |
| |
| /* If 'changed' then its a SetLight command. Rather than comparing to see |
| if the OriginalParms have changed and then copy them (twice through |
| memory) just do the copy */ |
| if (src->changed) { |
| TRACE("Updating lights for light %ld\n", src->OriginalIndex); |
| memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL)); |
| } |
| |
| /* If 'enabledChanged' then its a LightEnable command */ |
| if (src->enabledChanged) { |
| TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex); |
| src->lightEnabled = realLight->lightEnabled; |
| } |
| |
| } |
| |
| src = src->next; |
| } |
| |
| |
| if (updateBlock->Set.pixelShader && updateBlock->PixelShader != This->StateBlock->PixelShader) { |
| TRACE("Updating pixel shader to %ld\n", This->StateBlock->PixelShader); |
| IDirect3DDevice8Impl_SetVertexShader(iface, updateBlock->PixelShader); |
| } |
| |
| /* TODO: Pixel Shader Constants */ |
| |
| /* Others + Render & Texture */ |
| for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) { |
| if (updateBlock->Set.transform[i] && memcmp(&This->StateBlock->transforms[i], |
| &updateBlock->transforms[i], |
| sizeof(D3DMATRIX)) != 0) { |
| TRACE("Updating transform %d\n", i); |
| memcpy(&updateBlock->transforms[i], &This->StateBlock->transforms[i], sizeof(D3DMATRIX)); |
| } |
| } |
| |
| if (updateBlock->Set.Indices && ((updateBlock->pIndexData != This->StateBlock->pIndexData) |
| || (updateBlock->baseVertexIndex != This->StateBlock->baseVertexIndex))) { |
| TRACE("Updating pindexData to %p, baseVertexIndex to %d\n", |
| This->StateBlock->pIndexData, This->StateBlock->baseVertexIndex); |
| updateBlock->pIndexData = This->StateBlock->pIndexData; |
| updateBlock->baseVertexIndex = This->StateBlock->baseVertexIndex; |
| } |
| |
| if (updateBlock->Set.material && memcmp(&This->StateBlock->material, |
| &updateBlock->material, |
| sizeof(D3DMATERIAL8)) != 0) { |
| TRACE("Updating material\n"); |
| memcpy(&updateBlock->material, &This->StateBlock->material, sizeof(D3DMATERIAL8)); |
| } |
| |
| if (updateBlock->Set.viewport && memcmp(&This->StateBlock->viewport, |
| &updateBlock->viewport, |
| sizeof(D3DVIEWPORT8)) != 0) { |
| TRACE("Updating viewport\n"); |
| memcpy(&updateBlock->viewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8)); |
| } |
| |
| for (i = 0; i < MAX_STREAMS; i++) { |
| if (updateBlock->Set.stream_source[i] && |
| ((updateBlock->stream_stride[i] != This->StateBlock->stream_stride[i]) || |
| (updateBlock->stream_source[i] != This->StateBlock->stream_source[i]))) { |
| TRACE("Updating stream source %d to %p, stride to %d\n", i, This->StateBlock->stream_source[i], |
| This->StateBlock->stream_stride[i]); |
| updateBlock->stream_stride[i] = This->StateBlock->stream_stride[i]; |
| updateBlock->stream_source[i] = This->StateBlock->stream_source[i]; |
| } |
| } |
| |
| for (i = 0; i < GL_LIMITS(clipplanes); i++) { |
| if (updateBlock->Set.clipplane[i] && memcmp(&This->StateBlock->clipplane[i], |
| &updateBlock->clipplane[i], |
| sizeof(updateBlock->clipplane)) != 0) { |
| |
| TRACE("Updating clipplane %d\n", i); |
| memcpy(&updateBlock->clipplane[i], &This->StateBlock->clipplane[i], |
| sizeof(updateBlock->clipplane)); |
| } |
| } |
| |
| /* Render */ |
| for (i = 0; i < HIGHEST_RENDER_STATE; i++) { |
| |
| if (updateBlock->Set.renderstate[i] && (updateBlock->renderstate[i] != |
| This->StateBlock->renderstate[i])) { |
| TRACE("Updating renderstate %d to %ld\n", i, This->StateBlock->renderstate[i]); |
| updateBlock->renderstate[i] = This->StateBlock->renderstate[i]; |
| } |
| } |
| |
| /* Texture */ |
| for (j = 0; j < GL_LIMITS(textures); j++) { |
| for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) { |
| |
| if (updateBlock->Set.texture_state[j][i] && (updateBlock->texture_state[j][i] != |
| This->StateBlock->texture_state[j][i])) { |
| TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, This->StateBlock->texture_state[j][i], |
| updateBlock->texture_state[j][i]); |
| updateBlock->texture_state[j][i] = This->StateBlock->texture_state[j][i]; |
| } |
| |
| if (updateBlock->Set.textures[j] && (updateBlock->textures[j] != This->StateBlock->textures[j])) { |
| TRACE("Updating texture %d to %p (was %p)\n", j, This->StateBlock->textures[j], updateBlock->textures[j]); |
| updateBlock->textures[j] = This->StateBlock->textures[j]; |
| } |
| } |
| |
| } |
| } |
| |
| TRACE("(%p) : Updated state block %p ------------------^\n", This, updateBlock); |
| |
| return D3D_OK; |
| } |
| |
| DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = { |
| D3DRS_ALPHABLENDENABLE , |
| D3DRS_ALPHAFUNC , |
| D3DRS_ALPHAREF , |
| D3DRS_ALPHATESTENABLE , |
| D3DRS_BLENDOP , |
| D3DRS_COLORWRITEENABLE , |
| D3DRS_DESTBLEND , |
| D3DRS_DITHERENABLE , |
| D3DRS_EDGEANTIALIAS , |
| D3DRS_FILLMODE , |
| D3DRS_FOGDENSITY , |
| D3DRS_FOGEND , |
| D3DRS_FOGSTART , |
| D3DRS_LASTPIXEL , |
| D3DRS_LINEPATTERN , |
| D3DRS_SHADEMODE , |
| D3DRS_SRCBLEND , |
| D3DRS_STENCILENABLE , |
| D3DRS_STENCILFAIL , |
| D3DRS_STENCILFUNC , |
| D3DRS_STENCILMASK , |
| D3DRS_STENCILPASS , |
| D3DRS_STENCILREF , |
| D3DRS_STENCILWRITEMASK , |
| D3DRS_STENCILZFAIL , |
| D3DRS_TEXTUREFACTOR , |
| D3DRS_WRAP0 , |
| D3DRS_WRAP1 , |
| D3DRS_WRAP2 , |
| D3DRS_WRAP3 , |
| D3DRS_WRAP4 , |
| D3DRS_WRAP5 , |
| D3DRS_WRAP6 , |
| D3DRS_WRAP7 , |
| D3DRS_ZBIAS , |
| D3DRS_ZENABLE , |
| D3DRS_ZFUNC , |
| D3DRS_ZWRITEENABLE |
| }; |
| |
| DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = { |
| D3DTSS_ADDRESSU , |
| D3DTSS_ADDRESSV , |
| D3DTSS_ADDRESSW , |
| D3DTSS_ALPHAARG0 , |
| D3DTSS_ALPHAARG1 , |
| D3DTSS_ALPHAARG2 , |
| D3DTSS_ALPHAOP , |
| D3DTSS_BORDERCOLOR , |
| D3DTSS_BUMPENVLOFFSET , |
| D3DTSS_BUMPENVLSCALE , |
| D3DTSS_BUMPENVMAT00 , |
| D3DTSS_BUMPENVMAT01 , |
| D3DTSS_BUMPENVMAT10 , |
| D3DTSS_BUMPENVMAT11 , |
| D3DTSS_COLORARG0 , |
| D3DTSS_COLORARG1 , |
| D3DTSS_COLORARG2 , |
| D3DTSS_COLOROP , |
| D3DTSS_MAGFILTER , |
| D3DTSS_MAXANISOTROPY , |
| D3DTSS_MAXMIPLEVEL , |
| D3DTSS_MINFILTER , |
| D3DTSS_MIPFILTER , |
| D3DTSS_MIPMAPLODBIAS , |
| D3DTSS_RESULTARG , |
| D3DTSS_TEXCOORDINDEX , |
| D3DTSS_TEXTURETRANSFORMFLAGS |
| }; |
| |
| DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = { |
| D3DRS_AMBIENT , |
| D3DRS_AMBIENTMATERIALSOURCE , |
| D3DRS_CLIPPING , |
| D3DRS_CLIPPLANEENABLE , |
| D3DRS_COLORVERTEX , |
| D3DRS_DIFFUSEMATERIALSOURCE , |
| D3DRS_EMISSIVEMATERIALSOURCE , |
| D3DRS_FOGDENSITY , |
| D3DRS_FOGEND , |
| D3DRS_FOGSTART , |
| D3DRS_FOGTABLEMODE , |
| D3DRS_FOGVERTEXMODE , |
| D3DRS_INDEXEDVERTEXBLENDENABLE , |
| D3DRS_LIGHTING , |
| D3DRS_LOCALVIEWER , |
| D3DRS_MULTISAMPLEANTIALIAS , |
| D3DRS_MULTISAMPLEMASK , |
| D3DRS_NORMALIZENORMALS , |
| D3DRS_PATCHEDGESTYLE , |
| D3DRS_PATCHSEGMENTS , |
| D3DRS_POINTSCALE_A , |
| D3DRS_POINTSCALE_B , |
| D3DRS_POINTSCALE_C , |
| D3DRS_POINTSCALEENABLE , |
| D3DRS_POINTSIZE , |
| D3DRS_POINTSIZE_MAX , |
| D3DRS_POINTSIZE_MIN , |
| D3DRS_POINTSPRITEENABLE , |
| D3DRS_RANGEFOGENABLE , |
| D3DRS_SOFTWAREVERTEXPROCESSING , |
| D3DRS_SPECULARMATERIALSOURCE , |
| D3DRS_TWEENFACTOR , |
| D3DRS_VERTEXBLEND |
| }; |
| |
| DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = { |
| D3DTSS_TEXCOORDINDEX , |
| D3DTSS_TEXTURETRANSFORMFLAGS |
| }; |