| /* |
| * 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[] = |
| { |
| WINED3DRS_ALPHABLENDENABLE, |
| WINED3DRS_ALPHAFUNC, |
| WINED3DRS_ALPHAREF, |
| WINED3DRS_ALPHATESTENABLE, |
| WINED3DRS_ANTIALIASEDLINEENABLE, |
| WINED3DRS_BLENDFACTOR, |
| WINED3DRS_BLENDOP, |
| WINED3DRS_BLENDOPALPHA, |
| WINED3DRS_CCW_STENCILFAIL, |
| WINED3DRS_CCW_STENCILPASS, |
| WINED3DRS_CCW_STENCILZFAIL, |
| WINED3DRS_COLORWRITEENABLE, |
| WINED3DRS_COLORWRITEENABLE1, |
| WINED3DRS_COLORWRITEENABLE2, |
| WINED3DRS_COLORWRITEENABLE3, |
| WINED3DRS_DEPTHBIAS, |
| WINED3DRS_DESTBLEND, |
| WINED3DRS_DESTBLENDALPHA, |
| WINED3DRS_DITHERENABLE, |
| WINED3DRS_FILLMODE, |
| WINED3DRS_FOGDENSITY, |
| WINED3DRS_FOGEND, |
| WINED3DRS_FOGSTART, |
| WINED3DRS_LASTPIXEL, |
| WINED3DRS_SCISSORTESTENABLE, |
| WINED3DRS_SEPARATEALPHABLENDENABLE, |
| WINED3DRS_SHADEMODE, |
| WINED3DRS_SLOPESCALEDEPTHBIAS, |
| WINED3DRS_SRCBLEND, |
| WINED3DRS_SRCBLENDALPHA, |
| WINED3DRS_SRGBWRITEENABLE, |
| WINED3DRS_STENCILENABLE, |
| WINED3DRS_STENCILFAIL, |
| WINED3DRS_STENCILFUNC, |
| WINED3DRS_STENCILMASK, |
| WINED3DRS_STENCILPASS, |
| WINED3DRS_STENCILREF, |
| WINED3DRS_STENCILWRITEMASK, |
| WINED3DRS_STENCILZFAIL, |
| WINED3DRS_TEXTUREFACTOR, |
| WINED3DRS_TWOSIDEDSTENCILMODE, |
| WINED3DRS_WRAP0, |
| WINED3DRS_WRAP1, |
| WINED3DRS_WRAP10, |
| WINED3DRS_WRAP11, |
| WINED3DRS_WRAP12, |
| WINED3DRS_WRAP13, |
| WINED3DRS_WRAP14, |
| WINED3DRS_WRAP15, |
| WINED3DRS_WRAP2, |
| WINED3DRS_WRAP3, |
| WINED3DRS_WRAP4, |
| WINED3DRS_WRAP5, |
| WINED3DRS_WRAP6, |
| WINED3DRS_WRAP7, |
| WINED3DRS_WRAP8, |
| WINED3DRS_WRAP9, |
| WINED3DRS_ZENABLE, |
| WINED3DRS_ZFUNC, |
| WINED3DRS_ZWRITEENABLE, |
| }; |
| |
| static const DWORD pixel_states_texture[] = |
| { |
| WINED3DTSS_ALPHAARG0, |
| WINED3DTSS_ALPHAARG1, |
| WINED3DTSS_ALPHAARG2, |
| WINED3DTSS_ALPHAOP, |
| WINED3DTSS_BUMPENVLOFFSET, |
| WINED3DTSS_BUMPENVLSCALE, |
| WINED3DTSS_BUMPENVMAT00, |
| WINED3DTSS_BUMPENVMAT01, |
| WINED3DTSS_BUMPENVMAT10, |
| WINED3DTSS_BUMPENVMAT11, |
| WINED3DTSS_COLORARG0, |
| WINED3DTSS_COLORARG1, |
| WINED3DTSS_COLORARG2, |
| WINED3DTSS_COLOROP, |
| WINED3DTSS_RESULTARG, |
| WINED3DTSS_TEXCOORDINDEX, |
| WINED3DTSS_TEXTURETRANSFORMFLAGS, |
| }; |
| |
| static const DWORD pixel_states_sampler[] = |
| { |
| WINED3DSAMP_ADDRESSU, |
| WINED3DSAMP_ADDRESSV, |
| WINED3DSAMP_ADDRESSW, |
| WINED3DSAMP_BORDERCOLOR, |
| WINED3DSAMP_MAGFILTER, |
| WINED3DSAMP_MINFILTER, |
| WINED3DSAMP_MIPFILTER, |
| WINED3DSAMP_MIPMAPLODBIAS, |
| WINED3DSAMP_MAXMIPLEVEL, |
| WINED3DSAMP_MAXANISOTROPY, |
| WINED3DSAMP_SRGBTEXTURE, |
| WINED3DSAMP_ELEMENTINDEX, |
| }; |
| |
| static const DWORD vertex_states_render[] = |
| { |
| WINED3DRS_ADAPTIVETESS_W, |
| WINED3DRS_ADAPTIVETESS_X, |
| WINED3DRS_ADAPTIVETESS_Y, |
| WINED3DRS_ADAPTIVETESS_Z, |
| WINED3DRS_AMBIENT, |
| WINED3DRS_AMBIENTMATERIALSOURCE, |
| WINED3DRS_CLIPPING, |
| WINED3DRS_CLIPPLANEENABLE, |
| WINED3DRS_COLORVERTEX, |
| WINED3DRS_CULLMODE, |
| WINED3DRS_DIFFUSEMATERIALSOURCE, |
| WINED3DRS_EMISSIVEMATERIALSOURCE, |
| WINED3DRS_ENABLEADAPTIVETESSELLATION, |
| WINED3DRS_FOGCOLOR, |
| WINED3DRS_FOGDENSITY, |
| WINED3DRS_FOGENABLE, |
| WINED3DRS_FOGEND, |
| WINED3DRS_FOGSTART, |
| WINED3DRS_FOGTABLEMODE, |
| WINED3DRS_FOGVERTEXMODE, |
| WINED3DRS_INDEXEDVERTEXBLENDENABLE, |
| WINED3DRS_LIGHTING, |
| WINED3DRS_LOCALVIEWER, |
| WINED3DRS_MAXTESSELLATIONLEVEL, |
| WINED3DRS_MINTESSELLATIONLEVEL, |
| WINED3DRS_MULTISAMPLEANTIALIAS, |
| WINED3DRS_MULTISAMPLEMASK, |
| WINED3DRS_NORMALDEGREE, |
| WINED3DRS_NORMALIZENORMALS, |
| WINED3DRS_PATCHEDGESTYLE, |
| WINED3DRS_POINTSCALE_A, |
| WINED3DRS_POINTSCALE_B, |
| WINED3DRS_POINTSCALE_C, |
| WINED3DRS_POINTSCALEENABLE, |
| WINED3DRS_POINTSIZE, |
| WINED3DRS_POINTSIZE_MAX, |
| WINED3DRS_POINTSIZE_MIN, |
| WINED3DRS_POINTSPRITEENABLE, |
| WINED3DRS_POSITIONDEGREE, |
| WINED3DRS_RANGEFOGENABLE, |
| WINED3DRS_SHADEMODE, |
| WINED3DRS_SPECULARENABLE, |
| WINED3DRS_SPECULARMATERIALSOURCE, |
| WINED3DRS_TWEENFACTOR, |
| WINED3DRS_VERTEXBLEND, |
| }; |
| |
| static const DWORD vertex_states_texture[] = |
| { |
| WINED3DTSS_TEXCOORDINDEX, |
| WINED3DTSS_TEXTURETRANSFORMFLAGS, |
| }; |
| |
| static const DWORD vertex_states_sampler[] = |
| { |
| WINED3DSAMP_DMAPOFFSET, |
| }; |
| |
| /* 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(IWineD3DStateBlockImpl *object) |
| { |
| IWineD3DDeviceImpl *device = object->wineD3DDevice; |
| |
| /* Allocate space for floating point constants */ |
| object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(float) * device->d3d_pshader_constantF * 4); |
| if (!object->pixelShaderConstantF) goto fail; |
| |
| object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(BOOL) * device->d3d_pshader_constantF); |
| if (!object->changed.pixelShaderConstantsF) goto fail; |
| |
| object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(float) * device->d3d_vshader_constantF * 4); |
| if (!object->vertexShaderConstantF) 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->pixelShaderConstantF); |
| HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF); |
| 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(SAVEDSTATES *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] = 0x3fff; |
| 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(SAVEDSTATES *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(SAVEDSTATES *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(IWineD3DStateBlockImpl *stateblock) |
| { |
| IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; |
| 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(IWineD3DStateBlockImpl *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->lightMap[i], &dst_light->entry); |
| } |
| } |
| } |
| |
| /********************************************************** |
| * IWineD3DStateBlockImpl IUnknown parts follows |
| **********************************************************/ |
| static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj) |
| { |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); |
| if (IsEqualGUID(riid, &IID_IUnknown) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){ |
| IUnknown_AddRef(iface); |
| *ppobj = This; |
| return S_OK; |
| } |
| *ppobj = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) { |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| ULONG refCount = InterlockedIncrement(&This->ref); |
| |
| TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1); |
| return refCount; |
| } |
| |
| static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) { |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| ULONG refCount = InterlockedDecrement(&This->ref); |
| |
| TRACE("(%p) : Releasing from %d\n", This, refCount + 1); |
| |
| if (!refCount) { |
| int counter; |
| |
| if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl); |
| |
| for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) |
| { |
| if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]); |
| } |
| |
| for (counter = 0; counter < MAX_STREAMS; counter++) { |
| if(This->streamSource[counter]) { |
| if (IWineD3DBuffer_Release(This->streamSource[counter])) |
| { |
| TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]); |
| } |
| } |
| } |
| if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData); |
| if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader); |
| if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader); |
| |
| for(counter = 0; counter < LIGHTMAP_SIZE; counter++) { |
| struct list *e1, *e2; |
| LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[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, This->vertexShaderConstantF); |
| HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF); |
| HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f); |
| HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f); |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| return refCount; |
| } |
| |
| /********************************************************** |
| * IWineD3DStateBlockImpl parts follows |
| **********************************************************/ |
| static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) { |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| IUnknown_AddRef(This->parent); |
| *pParent = This->parent; |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){ |
| |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| |
| *ppDevice = (IWineD3DDevice*)This->wineD3DDevice; |
| IWineD3DDevice_AddRef(*ppDevice); |
| return WINED3D_OK; |
| |
| } |
| |
| static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock) |
| { |
| 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, &This->lightMap[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, &targetStateBlock->lightMap[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 */ |
| This->activeLights[src->glIndex] = NULL; |
| } |
| else if (realLight->glIndex != -1 && src->glIndex == -1) |
| { |
| /* Light enabled */ |
| This->activeLights[realLight->glIndex] = src; |
| } |
| src->glIndex = realLight->glIndex; |
| updated = TRUE; |
| break; |
| } |
| } |
| |
| if (!updated) |
| { |
| ERR("Light %u in stateblock %p does not exist in device stateblock %p.\n", |
| src->OriginalIndex, This, targetStateBlock); |
| } |
| } |
| } |
| } |
| |
| static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface) |
| { |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock; |
| unsigned int i; |
| DWORD map; |
| |
| TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This); |
| |
| if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) |
| { |
| TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader); |
| |
| if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader); |
| if (This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader); |
| This->vertexShader = targetStateBlock->vertexShader; |
| } |
| |
| /* Vertex Shader Float Constants */ |
| for (i = 0; i < This->num_contained_vs_consts_f; ++i) |
| { |
| unsigned int idx = This->contained_vs_consts_f[i]; |
| |
| TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n", |
| This, targetStateBlock, idx, |
| targetStateBlock->vertexShaderConstantF[idx * 4 + 0], |
| targetStateBlock->vertexShaderConstantF[idx * 4 + 1], |
| targetStateBlock->vertexShaderConstantF[idx * 4 + 2], |
| targetStateBlock->vertexShaderConstantF[idx * 4 + 3]); |
| |
| This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0]; |
| This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1]; |
| This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2]; |
| This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3]; |
| } |
| |
| /* Vertex Shader Integer Constants */ |
| for (i = 0; i < This->num_contained_vs_consts_i; ++i) |
| { |
| unsigned int idx = This->contained_vs_consts_i[i]; |
| |
| TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n", |
| This, targetStateBlock, idx, |
| targetStateBlock->vertexShaderConstantI[idx * 4 + 0], |
| targetStateBlock->vertexShaderConstantI[idx * 4 + 1], |
| targetStateBlock->vertexShaderConstantI[idx * 4 + 2], |
| targetStateBlock->vertexShaderConstantI[idx * 4 + 3]); |
| |
| This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0]; |
| This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1]; |
| This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2]; |
| This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3]; |
| } |
| |
| /* Vertex Shader Boolean Constants */ |
| for (i = 0; i < This->num_contained_vs_consts_b; ++i) |
| { |
| unsigned int idx = This->contained_vs_consts_b[i]; |
| |
| TRACE("Setting %p from %p %u to %s.\n", |
| This, targetStateBlock, idx, |
| targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE"); |
| |
| This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[idx]; |
| } |
| |
| /* Pixel Shader Float Constants */ |
| for (i = 0; i < This->num_contained_ps_consts_f; ++i) |
| { |
| unsigned int idx = This->contained_ps_consts_f[i]; |
| |
| TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n", |
| This, targetStateBlock, idx, |
| targetStateBlock->pixelShaderConstantF[idx * 4 + 0], |
| targetStateBlock->pixelShaderConstantF[idx * 4 + 1], |
| targetStateBlock->pixelShaderConstantF[idx * 4 + 2], |
| targetStateBlock->pixelShaderConstantF[idx * 4 + 3]); |
| |
| This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0]; |
| This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1]; |
| This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2]; |
| This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3]; |
| } |
| |
| /* Pixel Shader Integer Constants */ |
| for (i = 0; i < This->num_contained_ps_consts_i; ++i) |
| { |
| unsigned int idx = This->contained_ps_consts_i[i]; |
| TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n", |
| This, targetStateBlock, idx, |
| targetStateBlock->pixelShaderConstantI[idx * 4 + 0], |
| targetStateBlock->pixelShaderConstantI[idx * 4 + 1], |
| targetStateBlock->pixelShaderConstantI[idx * 4 + 2], |
| targetStateBlock->pixelShaderConstantI[idx * 4 + 3]); |
| |
| This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0]; |
| This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1]; |
| This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2]; |
| This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3]; |
| } |
| |
| /* Pixel Shader Boolean Constants */ |
| for (i = 0; i < This->num_contained_ps_consts_b; ++i) |
| { |
| unsigned int idx = This->contained_ps_consts_b[i]; |
| TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx, |
| targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE"); |
| |
| This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx]; |
| } |
| |
| /* Others + Render & Texture */ |
| for (i = 0; i < This->num_contained_transform_states; ++i) |
| { |
| WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i]; |
| |
| TRACE("Updating transform %#x.\n", transform); |
| |
| This->transforms[transform] = targetStateBlock->transforms[transform]; |
| } |
| |
| if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type; |
| |
| if (This->changed.indices |
| && ((This->pIndexData != targetStateBlock->pIndexData) |
| || (This->baseVertexIndex != targetStateBlock->baseVertexIndex) |
| || (This->IndexFmt != targetStateBlock->IndexFmt))) |
| { |
| TRACE("Updating pIndexData to %p, baseVertexIndex to %d.\n", |
| targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex); |
| |
| if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData); |
| if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData); |
| This->pIndexData = targetStateBlock->pIndexData; |
| This->baseVertexIndex = targetStateBlock->baseVertexIndex; |
| This->IndexFmt = targetStateBlock->IndexFmt; |
| } |
| |
| if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl |
| && (This->blockType != WINED3DSBT_RECORDED |
| || ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion != 9)) |
| { |
| TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl); |
| |
| if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl); |
| if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl); |
| This->vertexDecl = targetStateBlock->vertexDecl; |
| } |
| |
| if (This->changed.material |
| && memcmp(&targetStateBlock->material, &This->material, sizeof(This->material))) |
| { |
| TRACE("Updating material.\n"); |
| |
| This->material = targetStateBlock->material; |
| } |
| |
| if (This->changed.viewport |
| && memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(This->viewport))) |
| { |
| TRACE("Updating viewport.\n"); |
| |
| This->viewport = targetStateBlock->viewport; |
| } |
| |
| if(This->changed.scissorRect |
| && memcmp(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(This->scissorRect))) |
| { |
| TRACE("Updating scissor rect.\n"); |
| |
| targetStateBlock->scissorRect = This->scissorRect; |
| } |
| |
| map = This->changed.streamSource; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (This->streamStride[i] != targetStateBlock->streamStride[i] |
| || This->streamSource[i] != targetStateBlock->streamSource[i]) |
| { |
| TRACE("Updating stream source %u to %p, stride to %u.\n", |
| i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]); |
| |
| This->streamStride[i] = targetStateBlock->streamStride[i]; |
| if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]); |
| if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]); |
| This->streamSource[i] = targetStateBlock->streamSource[i]; |
| } |
| } |
| |
| map = This->changed.streamFreq; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (This->streamFreq[i] != targetStateBlock->streamFreq[i] |
| || This->streamFlags[i] != targetStateBlock->streamFlags[i]) |
| { |
| TRACE("Updating stream frequency %u to %u flags to %#x.\n", |
| i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]); |
| |
| This->streamFreq[i] = targetStateBlock->streamFreq[i]; |
| This->streamFlags[i] = targetStateBlock->streamFlags[i]; |
| } |
| } |
| |
| map = This->changed.clipplane; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane))) |
| { |
| TRACE("Updating clipplane %u.\n", i); |
| memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane)); |
| } |
| } |
| |
| /* Render */ |
| for (i = 0; i < This->num_contained_render_states; ++i) |
| { |
| WINED3DRENDERSTATETYPE rs = This->contained_render_states[i]; |
| |
| TRACE("Updating renderState %#x to %u.\n", rs, targetStateBlock->renderState[rs]); |
| |
| This->renderState[rs] = targetStateBlock->renderState[rs]; |
| } |
| |
| /* Texture states */ |
| for (i = 0; i < This->num_contained_tss_states; ++i) |
| { |
| DWORD stage = This->contained_tss_states[i].stage; |
| DWORD state = This->contained_tss_states[i].state; |
| |
| TRACE("Updating texturestage state %u, %u to %u (was %u).\n", stage, state, |
| targetStateBlock->textureState[stage][state], This->textureState[stage][state]); |
| |
| This->textureState[stage][state] = targetStateBlock->textureState[stage][state]; |
| } |
| |
| /* Samplers */ |
| map = This->changed.textures; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| TRACE("Updating texture %u to %p (was %p).\n", i, targetStateBlock->textures[i], This->textures[i]); |
| |
| if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]); |
| if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]); |
| This->textures[i] = targetStateBlock->textures[i]; |
| } |
| |
| for (i = 0; i < This->num_contained_sampler_states; ++i) |
| { |
| DWORD stage = This->contained_sampler_states[i].stage; |
| DWORD state = This->contained_sampler_states[i].state; |
| |
| TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage, state, |
| targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]); |
| |
| This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state]; |
| } |
| |
| if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) |
| { |
| if (targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader); |
| if (This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader); |
| This->pixelShader = targetStateBlock->pixelShader; |
| } |
| |
| record_lights(This, targetStateBlock); |
| |
| TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This); |
| |
| return WINED3D_OK; |
| } |
| |
| static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This) |
| { |
| UINT i; |
| for(i = 0; i < LIGHTMAP_SIZE; i++) { |
| struct list *e; |
| |
| LIST_FOR_EACH(e, &This->lightMap[i]) |
| { |
| const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| |
| IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms); |
| IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1); |
| } |
| } |
| } |
| |
| static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface) |
| { |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| IWineD3DDevice *pDevice = (IWineD3DDevice *)This->wineD3DDevice; |
| unsigned int i; |
| DWORD map; |
| |
| TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice); |
| |
| TRACE("Blocktype: %d\n", This->blockType); |
| |
| if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader); |
| |
| /* Vertex Shader Constants */ |
| for (i = 0; i < This->num_contained_vs_consts_f; ++i) |
| { |
| IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i], |
| This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1); |
| } |
| for (i = 0; i < This->num_contained_vs_consts_i; ++i) |
| { |
| IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i], |
| This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1); |
| } |
| for (i = 0; i < This->num_contained_vs_consts_b; ++i) |
| { |
| IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i], |
| This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1); |
| } |
| |
| apply_lights(pDevice, This); |
| |
| if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader); |
| |
| /* Pixel Shader Constants */ |
| for (i = 0; i < This->num_contained_ps_consts_f; ++i) |
| { |
| IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i], |
| This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1); |
| } |
| for (i = 0; i < This->num_contained_ps_consts_i; ++i) |
| { |
| IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i], |
| This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1); |
| } |
| for (i = 0; i < This->num_contained_ps_consts_b; ++i) |
| { |
| IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i], |
| This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1); |
| } |
| |
| /* Render */ |
| for (i = 0; i < This->num_contained_render_states; ++i) |
| { |
| IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i], |
| This->renderState[This->contained_render_states[i]]); |
| } |
| |
| /* Texture states */ |
| for (i = 0; i < This->num_contained_tss_states; ++i) |
| { |
| DWORD stage = This->contained_tss_states[i].stage; |
| DWORD state = This->contained_tss_states[i].state; |
| |
| IWineD3DDevice_SetTextureStageState(pDevice, stage, state, This->textureState[stage][state]); |
| } |
| |
| /* Sampler states */ |
| for (i = 0; i < This->num_contained_sampler_states; ++i) |
| { |
| DWORD stage = This->contained_sampler_states[i].stage; |
| DWORD state = This->contained_sampler_states[i].state; |
| DWORD value = This->samplerState[stage][state]; |
| |
| if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS; |
| IWineD3DDevice_SetSamplerState(pDevice, stage, state, value); |
| } |
| |
| for (i = 0; i < This->num_contained_transform_states; ++i) |
| { |
| IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i], |
| &This->transforms[This->contained_transform_states[i]]); |
| } |
| |
| if (This->changed.primitive_type) |
| { |
| This->wineD3DDevice->updateStateBlock->changed.primitive_type = TRUE; |
| This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type; |
| } |
| |
| if (This->changed.indices) |
| { |
| IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt); |
| IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex); |
| } |
| |
| if (This->changed.vertexDecl) |
| { |
| IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl); |
| } |
| |
| if (This->changed.material) |
| { |
| IWineD3DDevice_SetMaterial(pDevice, &This->material); |
| } |
| |
| if (This->changed.viewport) |
| { |
| IWineD3DDevice_SetViewport(pDevice, &This->viewport); |
| } |
| |
| if (This->changed.scissorRect) |
| { |
| IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect); |
| } |
| |
| map = This->changed.streamSource; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]); |
| } |
| |
| map = This->changed.streamFreq; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]); |
| } |
| |
| map = This->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; |
| IWineD3DDevice_SetTexture(pDevice, stage, This->textures[i]); |
| } |
| |
| map = This->changed.clipplane; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| float clip[4]; |
| |
| if (!(map & 1)) continue; |
| |
| clip[0] = This->clipplane[i][0]; |
| clip[1] = This->clipplane[i][1]; |
| clip[2] = This->clipplane[i][2]; |
| clip[3] = This->clipplane[i][3]; |
| IWineD3DDevice_SetClipPlane(pDevice, i, clip); |
| } |
| |
| This->wineD3DDevice->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1; |
| for (i = 0; i < MAX_TEXTURES - 1; ++i) |
| { |
| if (This->wineD3DDevice->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) |
| { |
| This->wineD3DDevice->stateBlock->lowest_disabled_stage = i; |
| break; |
| } |
| } |
| TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) { |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice; |
| IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device; |
| const struct wined3d_gl_info *gl_info = &This->wineD3DDevice->adapter->gl_info; |
| union { |
| WINED3DLINEPATTERN lp; |
| DWORD d; |
| } lp; |
| union { |
| float f; |
| DWORD d; |
| } tmpfloat; |
| unsigned int i; |
| IWineD3DSwapChain *swapchain; |
| IWineD3DSurface *backbuffer; |
| HRESULT hr; |
| |
| /* Note this may have a large overhead but it should only be executed |
| once, in order to initialize the complete state of the device and |
| all opengl equivalents */ |
| TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice); |
| /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */ |
| This->blockType = WINED3DSBT_INIT; |
| |
| /* Set some of the defaults for lights, transforms etc */ |
| memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity)); |
| memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity)); |
| for (i = 0; i < 256; ++i) { |
| memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity)); |
| } |
| |
| TRACE("Render states\n"); |
| /* Render states: */ |
| if (ThisDevice->auto_depth_stencil_buffer != NULL) { |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE); |
| } else { |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE); |
| } |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD); |
| lp.lp.wRepeatFactor = 0; |
| lp.lp.wLinePattern = 0; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE); |
| tmpfloat.f = 0.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d); |
| tmpfloat.f = ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion < 9 ? 0.0f : 1.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d); |
| tmpfloat.f = 0.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d); |
| tmpfloat.f = 0.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe); |
| tmpfloat.f = gl_info->limits.pointsize_max; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F); |
| tmpfloat.f = 0.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR); |
| /* states new in d3d9 */ |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE); |
| tmpfloat.f = 0.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d); |
| tmpfloat.f = 0.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD); |
| |
| /* clipping status */ |
| This->clip_status.ClipUnion = 0; |
| This->clip_status.ClipIntersection = 0xFFFFFFFF; |
| |
| /* Texture Stage States - Put directly into state block, we will call function below */ |
| for (i = 0; i < MAX_TEXTURES; i++) { |
| TRACE("Setting up default texture states for texture Stage %d\n", i); |
| memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity)); |
| This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE; |
| This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE; |
| This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT; |
| This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE; |
| This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE; |
| This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT; |
| This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0; |
| This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0; |
| This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0; |
| This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0; |
| This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i; |
| This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0; |
| This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0; |
| This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE; |
| This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT; |
| This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT; |
| This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT; |
| } |
| This->lowest_disabled_stage = 1; |
| |
| /* Sampler states*/ |
| for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) { |
| TRACE("Setting up default samplers states for sampler %d\n", i); |
| This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP; |
| This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP; |
| This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP; |
| This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00; |
| This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT; |
| This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT; |
| This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE; |
| This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0; |
| This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0; |
| This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1; |
| This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; |
| This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */ |
| This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */ |
| } |
| |
| for (i = 0; i < gl_info->limits.textures; ++i) |
| { |
| /* Note: This avoids calling SetTexture, so pretend it has been called */ |
| This->changed.textures |= 1 << i; |
| This->textures[i] = NULL; |
| } |
| |
| /* check the return values, because the GetBackBuffer call isn't valid for ddraw */ |
| hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain); |
| if( hr == WINED3D_OK && swapchain != NULL) { |
| WINED3DVIEWPORT vp; |
| |
| hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| if (SUCCEEDED(hr) && backbuffer) |
| { |
| WINED3DSURFACE_DESC desc; |
| RECT scissorrect; |
| |
| IWineD3DSurface_GetDesc(backbuffer, &desc); |
| IWineD3DSurface_Release(backbuffer); |
| |
| /* Set the default scissor rect values */ |
| scissorrect.left = 0; |
| scissorrect.right = desc.width; |
| scissorrect.top = 0; |
| scissorrect.bottom = desc.height; |
| hr = IWineD3DDevice_SetScissorRect(device, &scissorrect); |
| if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n"); |
| } |
| |
| /* Set the default viewport */ |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth; |
| vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight; |
| vp.MinZ = 0.0f; |
| vp.MaxZ = 1.0f; |
| IWineD3DDevice_SetViewport(device, &vp); |
| |
| IWineD3DSwapChain_Release(swapchain); |
| } |
| |
| TRACE("-----------------------> Device defaults now set up...\n"); |
| return WINED3D_OK; |
| } |
| |
| /********************************************************** |
| * IWineD3DStateBlock VTbl follows |
| **********************************************************/ |
| |
| static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl = |
| { |
| /* IUnknown */ |
| IWineD3DStateBlockImpl_QueryInterface, |
| IWineD3DStateBlockImpl_AddRef, |
| IWineD3DStateBlockImpl_Release, |
| /* IWineD3DStateBlock */ |
| IWineD3DStateBlockImpl_GetParent, |
| IWineD3DStateBlockImpl_GetDevice, |
| IWineD3DStateBlockImpl_Capture, |
| IWineD3DStateBlockImpl_Apply, |
| IWineD3DStateBlockImpl_InitStartupStateBlock |
| }; |
| |
| HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, |
| WINED3DSTATEBLOCKTYPE type, IUnknown *parent) |
| { |
| unsigned int i; |
| HRESULT hr; |
| |
| stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl; |
| stateblock->ref = 1; |
| stateblock->parent = parent; |
| stateblock->wineD3DDevice = device; |
| stateblock->blockType = type; |
| |
| for (i = 0; i < LIGHTMAP_SIZE; i++) |
| { |
| list_init(&stateblock->lightMap[i]); |
| } |
| |
| hr = stateblock_allocate_shader_constants(stateblock); |
| if (FAILED(hr)) return hr; |
| |
| /* The WINED3DSBT_INIT stateblock type is used during initialization to |
| * produce a placeholder stateblock so other functions called can update a |
| * state block. */ |
| if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK; |
| |
| TRACE("Updating changed flags appropriate for type %#x.\n", type); |
| |
| switch (type) |
| { |
| case WINED3DSBT_ALL: |
| stateblock_init_lights(stateblock, device->stateBlock->lightMap); |
| stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF, |
| device->d3d_pshader_constantF); |
| break; |
| |
| case WINED3DSBT_PIXELSTATE: |
| stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF); |
| break; |
| |
| case WINED3DSBT_VERTEXSTATE: |
| stateblock_init_lights(stateblock, device->stateBlock->lightMap); |
| 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); |
| IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock); |
| |
| return WINED3D_OK; |
| } |