wined3d: Add a separate function for state block initialization.
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 56c046e..60bd37d 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -588,273 +588,31 @@
return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
-
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice *iface,
+ WINED3DSTATEBLOCKTYPE type, IWineD3DStateBlock **stateblock, IUnknown *parent)
+{
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DStateBlockImpl *object;
- unsigned int i, j;
- HRESULT temp_result;
+ HRESULT hr;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if(!object)
{
- ERR("Out of memory\n");
- *ppStateBlock = NULL;
- return WINED3DERR_OUTOFVIDEOMEMORY;
+ ERR("Failed to allocate stateblock memory.\n");
+ return E_OUTOFMEMORY;
}
- object->lpVtbl = &IWineD3DStateBlock_Vtbl;
- object->wineD3DDevice = This;
- object->parent = parent;
- object->ref = 1;
- object->blockType = Type;
-
- *ppStateBlock = (IWineD3DStateBlock *)object;
-
- for(i = 0; i < LIGHTMAP_SIZE; i++) {
- list_init(&object->lightMap[i]);
- }
-
- temp_result = allocate_shader_constants(object);
- if (FAILED(temp_result))
+ hr = stateblock_init(object, This, type, parent);
+ if (FAILED(hr))
{
+ WARN("Failed to initialize stateblock, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
- return temp_result;
+ return hr;
}
- /* Special case - Used during initialization to produce a placeholder stateblock
- so other functions called can update a state block */
- if (Type == WINED3DSBT_INIT || Type == WINED3DSBT_RECORDED)
- {
- /* Don't bother increasing the reference count otherwise a device will never
- be freed due to circular dependencies */
- return WINED3D_OK;
- }
+ TRACE("Created stateblock %p.\n", object);
+ *stateblock = (IWineD3DStateBlock *)object;
- /* Otherwise, might as well set the whole state block to the appropriate values */
- if (This->stateBlock != NULL)
- stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
- else
- memset(object->streamFreq, 1, sizeof(object->streamFreq));
-
- /* Reset the ref and type after kludging it */
- object->wineD3DDevice = This;
- object->ref = 1;
- object->blockType = Type;
-
- TRACE("Updating changed flags appropriate for type %d\n", Type);
-
- if (Type == WINED3DSBT_ALL) {
-
- TRACE("ALL => Pretend everything has changed\n");
- stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
-
- /* Lights are not part of the changed / set structure */
- for(j = 0; j < LIGHTMAP_SIZE; j++) {
- struct list *e;
- LIST_FOR_EACH(e, &object->lightMap[j]) {
- PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
- light->changed = TRUE;
- light->enabledChanged = TRUE;
- }
- }
- for(j = 1; j <= WINEHIGHEST_RENDER_STATE; j++) {
- object->contained_render_states[j - 1] = j;
- }
- object->num_contained_render_states = WINEHIGHEST_RENDER_STATE;
- /* TODO: Filter unused transforms between TEXTURE8 and WORLD0? */
- for(j = 1; j <= HIGHEST_TRANSFORMSTATE; j++) {
- object->contained_transform_states[j - 1] = j;
- }
- object->num_contained_transform_states = HIGHEST_TRANSFORMSTATE;
- for(j = 0; j < GL_LIMITS(vshader_constantsF); j++) {
- object->contained_vs_consts_f[j] = j;
- }
- object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
- for(j = 0; j < MAX_CONST_I; j++) {
- object->contained_vs_consts_i[j] = j;
- }
- object->num_contained_vs_consts_i = MAX_CONST_I;
- for(j = 0; j < MAX_CONST_B; j++) {
- object->contained_vs_consts_b[j] = j;
- }
- object->num_contained_vs_consts_b = MAX_CONST_B;
- for(j = 0; j < GL_LIMITS(pshader_constantsF); j++) {
- object->contained_ps_consts_f[j] = j;
- }
- object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
- for(j = 0; j < MAX_CONST_I; j++) {
- object->contained_ps_consts_i[j] = j;
- }
- object->num_contained_ps_consts_i = MAX_CONST_I;
- for(j = 0; j < MAX_CONST_B; j++) {
- object->contained_ps_consts_b[j] = j;
- }
- object->num_contained_ps_consts_b = MAX_CONST_B;
- for(i = 0; i < MAX_TEXTURES; i++) {
- for (j = 0; j <= WINED3D_HIGHEST_TEXTURE_STATE; ++j)
- {
- object->contained_tss_states[object->num_contained_tss_states].stage = i;
- object->contained_tss_states[object->num_contained_tss_states].state = j;
- object->num_contained_tss_states++;
- }
- }
- for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
- for(j = 1; j <= WINED3D_HIGHEST_SAMPLER_STATE; j++) {
- object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
- object->contained_sampler_states[object->num_contained_sampler_states].state = j;
- object->num_contained_sampler_states++;
- }
- }
-
- for(i = 0; i < MAX_STREAMS; i++) {
- if(object->streamSource[i]) {
- IWineD3DBuffer_AddRef(object->streamSource[i]);
- }
- }
- if(object->pIndexData) {
- IWineD3DBuffer_AddRef(object->pIndexData);
- }
- if(object->vertexShader) {
- IWineD3DVertexShader_AddRef(object->vertexShader);
- }
- if(object->pixelShader) {
- IWineD3DPixelShader_AddRef(object->pixelShader);
- }
-
- } else if (Type == WINED3DSBT_PIXELSTATE) {
-
- TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
- stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
-
- object->changed.pixelShader = TRUE;
-
- /* Pixel Shader Constants */
- for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
- object->contained_ps_consts_f[i] = i;
- object->changed.pixelShaderConstantsF[i] = TRUE;
- }
- object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
- for (i = 0; i < MAX_CONST_B; ++i) {
- object->contained_ps_consts_b[i] = i;
- object->changed.pixelShaderConstantsB |= (1 << i);
- }
- object->num_contained_ps_consts_b = MAX_CONST_B;
- for (i = 0; i < MAX_CONST_I; ++i) {
- object->contained_ps_consts_i[i] = i;
- object->changed.pixelShaderConstantsI |= (1 << i);
- }
- object->num_contained_ps_consts_i = MAX_CONST_I;
-
- for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
- DWORD rs = SavedPixelStates_R[i];
- object->changed.renderState[rs >> 5] |= 1 << (rs & 0x1f);
- object->contained_render_states[i] = rs;
- }
- object->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
- for (j = 0; j < MAX_TEXTURES; j++) {
- for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
- DWORD state = SavedPixelStates_T[i];
- object->changed.textureState[j] |= 1 << state;
- object->contained_tss_states[object->num_contained_tss_states].stage = j;
- object->contained_tss_states[object->num_contained_tss_states].state = state;
- object->num_contained_tss_states++;
- }
- }
- for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++) {
- for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
- DWORD state = SavedPixelStates_S[i];
- object->changed.samplerState[j] |= 1 << state;
- object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
- object->contained_sampler_states[object->num_contained_sampler_states].state = state;
- object->num_contained_sampler_states++;
- }
- }
- if(object->pixelShader) {
- IWineD3DPixelShader_AddRef(object->pixelShader);
- }
-
- /* Pixel state blocks do not contain vertex buffers. Set them to NULL to avoid wrong refcounting
- * on them. This makes releasing the buffer easier
- */
- for(i = 0; i < MAX_STREAMS; i++) {
- object->streamSource[i] = NULL;
- }
- object->pIndexData = NULL;
- object->vertexShader = NULL;
-
- } else if (Type == WINED3DSBT_VERTEXSTATE) {
-
- TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
- stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
-
- object->changed.vertexShader = TRUE;
-
- /* Vertex Shader Constants */
- for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
- object->changed.vertexShaderConstantsF[i] = TRUE;
- object->contained_vs_consts_f[i] = i;
- }
- object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
- for (i = 0; i < MAX_CONST_B; ++i) {
- object->contained_vs_consts_b[i] = i;
- object->changed.vertexShaderConstantsB |= (1 << i);
- }
- object->num_contained_vs_consts_b = MAX_CONST_B;
- for (i = 0; i < MAX_CONST_I; ++i) {
- object->contained_vs_consts_i[i] = i;
- object->changed.vertexShaderConstantsI |= (1 << i);
- }
- object->num_contained_vs_consts_i = MAX_CONST_I;
- for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
- DWORD rs = SavedVertexStates_R[i];
- object->changed.renderState[rs >> 5] |= 1 << (rs & 0x1f);
- object->contained_render_states[i] = rs;
- }
- object->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
- for (j = 0; j < MAX_TEXTURES; j++) {
- for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
- DWORD state = SavedVertexStates_T[i];
- object->changed.textureState[j] |= 1 << state;
- object->contained_tss_states[object->num_contained_tss_states].stage = j;
- object->contained_tss_states[object->num_contained_tss_states].state = state;
- object->num_contained_tss_states++;
- }
- }
- for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
- for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
- DWORD state = SavedVertexStates_S[i];
- object->changed.samplerState[j] |= 1 << state;
- object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
- object->contained_sampler_states[object->num_contained_sampler_states].state = state;
- object->num_contained_sampler_states++;
- }
- }
-
- for(j = 0; j < LIGHTMAP_SIZE; j++) {
- struct list *e;
- LIST_FOR_EACH(e, &object->lightMap[j]) {
- PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
- light->changed = TRUE;
- light->enabledChanged = TRUE;
- }
- }
-
- for(i = 0; i < MAX_STREAMS; i++) {
- if(object->streamSource[i]) {
- IWineD3DBuffer_AddRef(object->streamSource[i]);
- }
- }
- if(object->vertexShader) {
- IWineD3DVertexShader_AddRef(object->vertexShader);
- }
- object->pIndexData = NULL;
- object->pixelShader = NULL;
- } else {
- FIXME("Unrecognized state block type %d\n", Type);
- }
-
- TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
return WINED3D_OK;
}
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 5ccc2f4..0cd3e43 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -35,7 +35,7 @@
/* Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
*/
-HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object)
+static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
{
IWineD3DStateBlockImpl *This = object;
@@ -114,7 +114,7 @@
}
/** Set all members of a stateblock savedstate to the given value */
-void stateblock_savedstates_set(IWineD3DStateBlock *iface, SAVEDSTATES *states, BOOL value)
+static void stateblock_savedstates_set(IWineD3DStateBlock *iface, SAVEDSTATES *states, BOOL value)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
@@ -167,9 +167,8 @@
memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
}
-void stateblock_copy(
- IWineD3DStateBlock* destination,
- IWineD3DStateBlock* source) {
+static void stateblock_copy(IWineD3DStateBlock *destination, IWineD3DStateBlock *source)
+{
int l;
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
@@ -1343,7 +1342,7 @@
* IWineD3DStateBlock VTbl follows
**********************************************************/
-const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
+static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
{
/* IUnknown */
IWineD3DStateBlockImpl_QueryInterface,
@@ -1356,3 +1355,296 @@
IWineD3DStateBlockImpl_Apply,
IWineD3DStateBlockImpl_InitStartupStateBlock
};
+
+HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device,
+ WINED3DSTATEBLOCKTYPE type, IUnknown *parent)
+{
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ unsigned int i, j;
+ 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;
+
+ /* Otherwise, might as well set the whole state block to the appropriate values */
+ if (device->stateBlock) stateblock_copy((IWineD3DStateBlock *)stateblock, (IWineD3DStateBlock *)device->stateBlock);
+ else memset(stateblock->streamFreq, 1, sizeof(stateblock->streamFreq));
+
+ /* Reset the ref and type after kludging it. */
+ stateblock->wineD3DDevice = device;
+ stateblock->ref = 1;
+ stateblock->blockType = type;
+
+ TRACE("Updating changed flags appropriate for type %#x.\n", type);
+
+ if (type == WINED3DSBT_ALL)
+ {
+ TRACE("ALL => Pretend everything has changed.\n");
+ stateblock_savedstates_set((IWineD3DStateBlock *)stateblock, &stateblock->changed, TRUE);
+
+ /* Lights are not part of the changed / set structure. */
+ for (i = 0; i < LIGHTMAP_SIZE; ++i)
+ {
+ struct list *e;
+ LIST_FOR_EACH(e, &stateblock->lightMap[i])
+ {
+ PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
+ light->changed = TRUE;
+ light->enabledChanged = TRUE;
+ }
+ }
+
+ for (i = 1; i <= WINEHIGHEST_RENDER_STATE; ++i)
+ {
+ stateblock->contained_render_states[i - 1] = i;
+ }
+ stateblock->num_contained_render_states = WINEHIGHEST_RENDER_STATE;
+
+ /* TODO: Filter unused transforms between TEXTURE8 and WORLD0? */
+ for (i = 1; i <= HIGHEST_TRANSFORMSTATE; ++i)
+ {
+ stateblock->contained_transform_states[i - 1] = i;
+ }
+ stateblock->num_contained_transform_states = HIGHEST_TRANSFORMSTATE;
+
+ for (i = 0; i < gl_info->max_vshader_constantsF; ++i)
+ {
+ stateblock->contained_vs_consts_f[i] = i;
+ }
+ stateblock->num_contained_vs_consts_f = gl_info->max_vshader_constantsF;
+
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ stateblock->contained_vs_consts_i[i] = i;
+ }
+ stateblock->num_contained_vs_consts_i = MAX_CONST_I;
+
+ for (i = 0; i < MAX_CONST_B; ++i)
+ {
+ stateblock->contained_vs_consts_b[i] = i;
+ }
+ stateblock->num_contained_vs_consts_b = MAX_CONST_B;
+
+ for (i = 0; i < gl_info->max_pshader_constantsF; ++i)
+ {
+ stateblock->contained_ps_consts_f[i] = i;
+ }
+ stateblock->num_contained_ps_consts_f = gl_info->max_pshader_constantsF;
+
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ stateblock->contained_ps_consts_i[i] = i;
+ }
+ stateblock->num_contained_ps_consts_i = MAX_CONST_I;
+
+ for (i = 0; i < MAX_CONST_B; ++i)
+ {
+ stateblock->contained_ps_consts_b[i] = i;
+ }
+ stateblock->num_contained_ps_consts_b = MAX_CONST_B;
+
+ for (i = 0; i < MAX_TEXTURES; ++i)
+ {
+ for (j = 0; j <= WINED3D_HIGHEST_TEXTURE_STATE; ++j)
+ {
+ 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)
+ {
+ for (j = 1; j <= WINED3D_HIGHEST_SAMPLER_STATE; ++j)
+ {
+ 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;
+ }
+ }
+
+ for (i = 0; i < MAX_STREAMS; ++i)
+ {
+ if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);
+ }
+
+ if (stateblock->pIndexData) IWineD3DBuffer_AddRef(stateblock->pIndexData);
+ if (stateblock->vertexShader) IWineD3DVertexShader_AddRef(stateblock->vertexShader);
+ if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
+ }
+ else if (type == WINED3DSBT_PIXELSTATE)
+ {
+ TRACE("PIXELSTATE => Pretend all pixel states have changed.\n");
+ stateblock_savedstates_set((IWineD3DStateBlock *)stateblock, &stateblock->changed, FALSE);
+
+ /* Pixel Shader Constants. */
+ for (i = 0; i < gl_info->max_pshader_constantsF; ++i)
+ {
+ stateblock->contained_ps_consts_f[i] = i;
+ stateblock->changed.pixelShaderConstantsF[i] = TRUE;
+ }
+ stateblock->num_contained_ps_consts_f = gl_info->max_pshader_constantsF;
+
+ for (i = 0; i < MAX_CONST_B; ++i)
+ {
+ stateblock->contained_ps_consts_b[i] = i;
+ stateblock->changed.pixelShaderConstantsB |= (1 << i);
+ }
+ stateblock->num_contained_ps_consts_b = MAX_CONST_B;
+
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ stateblock->contained_ps_consts_i[i] = i;
+ stateblock->changed.pixelShaderConstantsI |= (1 << i);
+ }
+ stateblock->num_contained_ps_consts_i = MAX_CONST_I;
+
+ for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++)
+ {
+ DWORD rs = SavedPixelStates_R[i];
+ stateblock->changed.renderState[rs >> 5] |= 1 << (rs & 0x1f);
+ stateblock->contained_render_states[i] = rs;
+ }
+ stateblock->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
+
+ for (i = 0; i < MAX_TEXTURES; ++i)
+ {
+ for (j = 0; j < NUM_SAVEDPIXELSTATES_T; ++j)
+ {
+ DWORD state = SavedPixelStates_T[j];
+ stateblock->changed.textureState[i] |= 1 << state;
+ stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
+ stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = state;
+ ++stateblock->num_contained_tss_states;
+ }
+ }
+
+ for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
+ {
+ for (j = 0; j < NUM_SAVEDPIXELSTATES_S; ++j)
+ {
+ DWORD state = SavedPixelStates_S[j];
+ stateblock->changed.samplerState[i] |= 1 << state;
+ stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
+ stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = state;
+ stateblock->num_contained_sampler_states++;
+ }
+ }
+
+ stateblock->changed.pixelShader = TRUE;
+ if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
+
+ /* Pixel state blocks do not contain vertex buffers. Set them to NULL
+ * to avoid wrong refcounting on them. This makes releasing the buffer
+ * easier. */
+ for (i = 0; i < MAX_STREAMS; ++i)
+ {
+ stateblock->streamSource[i] = NULL;
+ }
+ stateblock->pIndexData = NULL;
+ stateblock->vertexShader = NULL;
+ }
+ else if (type == WINED3DSBT_VERTEXSTATE)
+ {
+ TRACE("VERTEXSTATE => Pretend all vertex shates have changed.\n");
+ stateblock_savedstates_set((IWineD3DStateBlock *)stateblock, &stateblock->changed, FALSE);
+
+ /* Vertex Shader Constants. */
+ for (i = 0; i < gl_info->max_vshader_constantsF; ++i)
+ {
+ stateblock->changed.vertexShaderConstantsF[i] = TRUE;
+ stateblock->contained_vs_consts_f[i] = i;
+ }
+ stateblock->num_contained_vs_consts_f = gl_info->max_vshader_constantsF;
+
+ for (i = 0; i < MAX_CONST_B; ++i)
+ {
+ stateblock->contained_vs_consts_b[i] = i;
+ stateblock->changed.vertexShaderConstantsB |= (1 << i);
+ }
+ stateblock->num_contained_vs_consts_b = MAX_CONST_B;
+
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ stateblock->contained_vs_consts_i[i] = i;
+ stateblock->changed.vertexShaderConstantsI |= (1 << i);
+ }
+ stateblock->num_contained_vs_consts_i = MAX_CONST_I;
+
+ for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++)
+ {
+ DWORD rs = SavedVertexStates_R[i];
+ stateblock->changed.renderState[rs >> 5] |= 1 << (rs & 0x1f);
+ stateblock->contained_render_states[i] = rs;
+ }
+ stateblock->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
+
+ for (i = 0; i < MAX_TEXTURES; ++i)
+ {
+ for (j = 0; j < NUM_SAVEDVERTEXSTATES_T; ++j)
+ {
+ DWORD state = SavedVertexStates_T[j];
+ stateblock->changed.textureState[i] |= 1 << state;
+ stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
+ stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = state;
+ ++stateblock->num_contained_tss_states;
+ }
+ }
+
+ for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
+ {
+ for (j = 0; j < NUM_SAVEDVERTEXSTATES_S; ++j)
+ {
+ DWORD state = SavedVertexStates_S[j];
+ stateblock->changed.samplerState[i] |= 1 << state;
+ stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
+ stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = state;
+ ++stateblock->num_contained_sampler_states;
+ }
+ }
+
+ for (i = 0; i < LIGHTMAP_SIZE; ++i)
+ {
+ struct list *e;
+ LIST_FOR_EACH(e, &stateblock->lightMap[i])
+ {
+ PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
+ light->changed = TRUE;
+ light->enabledChanged = TRUE;
+ }
+ }
+
+ for (i = 0; i < MAX_STREAMS; ++i)
+ {
+ if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);
+ }
+
+ stateblock->changed.vertexShader = TRUE;
+ if (stateblock->vertexShader) IWineD3DVertexShader_AddRef(stateblock->vertexShader);
+
+ stateblock->pIndexData = NULL;
+ stateblock->pixelShader = NULL;
+ }
+ else
+ {
+ FIXME("Unrecognized state block type %#x.\n", type);
+ }
+
+ return WINED3D_OK;
+}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 66d3c1a..044bae9 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2352,10 +2352,8 @@
unsigned int num_contained_sampler_states;
};
-extern void stateblock_savedstates_set(IWineD3DStateBlock *iface, SAVEDSTATES *states, BOOL value) DECLSPEC_HIDDEN;
-extern void stateblock_copy(IWineD3DStateBlock *destination, IWineD3DStateBlock *source) DECLSPEC_HIDDEN;
-
-extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl DECLSPEC_HIDDEN;
+HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device,
+ WINED3DSTATEBLOCKTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
/* Direct3D terminology with little modifications. We do not have an issued state
* because only the driver knows about it, but we have a created state because d3d