|  | /* | 
|  | * 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; | 
|  | unsigned 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); | 
|  |  | 
|  | /** clipping status */ | 
|  | This->StateBlock->clip_status.ClipUnion = 0; | 
|  | This->StateBlock->clip_status.ClipIntersection = 0xFFFFFFFF; | 
|  |  | 
|  | /* 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; | 
|  | } | 
|  | 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 { | 
|  | unsigned 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 | 
|  | }; |