| /* |
| * state block implementation |
| * |
| * Copyright 2002 Raphael Junqueira |
| * Copyright 2004 Jason Edmeades |
| * Copyright 2005 Oliver Stieber |
| * |
| * 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); |
| #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info |
| |
| /*************************************** |
| * Stateblock helper functions follow |
| **************************************/ |
| |
| /** 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) { |
| |
| IWineD3DStateBlockImpl *This = object; |
| |
| #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; } |
| |
| /* Allocate space for floating point constants */ |
| object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4); |
| WINED3D_MEMCHECK(object->pixelShaderConstantF); |
| object->set.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF) ); |
| WINED3D_MEMCHECK(object->set.pixelShaderConstantsF); |
| object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF)); |
| WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF); |
| object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4); |
| WINED3D_MEMCHECK(object->vertexShaderConstantF); |
| object->set.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF)); |
| WINED3D_MEMCHECK(object->set.vertexShaderConstantsF); |
| object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF)); |
| WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF); |
| |
| list_init(&object->set_vconstantsF); |
| list_init(&object->set_pconstantsF); |
| |
| #undef WINED3D_MEMCHECK |
| |
| return WINED3D_OK; |
| } |
| |
| /** Copy all members of one stateblock to another */ |
| void stateblock_savedstates_copy( |
| IWineD3DStateBlock* iface, |
| SAVEDSTATES* dest, |
| SAVEDSTATES* source) { |
| |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| unsigned bsize = sizeof(BOOL); |
| |
| /* Single values */ |
| dest->indices = source->indices; |
| dest->material = source->material; |
| dest->fvf = source->fvf; |
| dest->viewport = source->viewport; |
| dest->vertexDecl = source->vertexDecl; |
| dest->pixelShader = source->pixelShader; |
| dest->vertexShader = source->vertexShader; |
| |
| /* Fixed size arrays */ |
| memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS); |
| memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS); |
| memcpy(dest->textures, source->textures, bsize * MAX_SAMPLERS); |
| memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1)); |
| memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1)); |
| memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); |
| memcpy(dest->samplerState, source->samplerState, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1)); |
| memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES); |
| memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B); |
| memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I); |
| memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B); |
| memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I); |
| |
| /* Dynamically sized arrays */ |
| memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF)); |
| memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF)); |
| } |
| |
| /** Set all members of a stateblock savedstate to the given value */ |
| void stateblock_savedstates_set( |
| IWineD3DStateBlock* iface, |
| SAVEDSTATES* states, |
| BOOL value) { |
| |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| unsigned bsize = sizeof(BOOL); |
| |
| /* Single values */ |
| states->indices = value; |
| states->material = value; |
| states->fvf = value; |
| states->viewport = value; |
| states->vertexDecl = value; |
| states->pixelShader = value; |
| states->vertexShader = value; |
| |
| /* Fixed size arrays */ |
| memset(states->streamSource, value, bsize * MAX_STREAMS); |
| memset(states->streamFreq, value, bsize * MAX_STREAMS); |
| memset(states->textures, value, bsize * MAX_SAMPLERS); |
| memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1)); |
| memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1)); |
| memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); |
| memset(states->samplerState, value, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1)); |
| memset(states->clipplane, value, bsize * MAX_CLIPPLANES); |
| memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B); |
| memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I); |
| memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B); |
| memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I); |
| |
| /* Dynamically sized arrays */ |
| memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF)); |
| memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF)); |
| } |
| |
| void stateblock_copy( |
| IWineD3DStateBlock* destination, |
| IWineD3DStateBlock* source) { |
| |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source; |
| IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination; |
| |
| /* IUnknown fields */ |
| Dest->lpVtbl = This->lpVtbl; |
| Dest->ref = This->ref; |
| |
| /* IWineD3DStateBlock information */ |
| Dest->parent = This->parent; |
| Dest->wineD3DDevice = This->wineD3DDevice; |
| Dest->blockType = This->blockType; |
| |
| /* Saved states */ |
| stateblock_savedstates_copy(source, &Dest->set, &This->set); |
| stateblock_savedstates_copy(source, &Dest->changed, &This->changed); |
| |
| /* Single items */ |
| Dest->fvf = This->fvf; |
| Dest->vertexDecl = This->vertexDecl; |
| Dest->vertexShader = This->vertexShader; |
| Dest->streamIsUP = This->streamIsUP; |
| Dest->pIndexData = This->pIndexData; |
| Dest->baseVertexIndex = This->baseVertexIndex; |
| Dest->lights = This->lights; |
| Dest->clip_status = This->clip_status; |
| Dest->viewport = This->viewport; |
| Dest->material = This->material; |
| Dest->pixelShader = This->pixelShader; |
| Dest->vertex_blend = This->vertex_blend; |
| Dest->tween_factor = This->tween_factor; |
| Dest->glsl_program = This->glsl_program; |
| |
| /* Fixed size arrays */ |
| memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B); |
| memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4); |
| memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B); |
| memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4); |
| |
| memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS); |
| memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS); |
| memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS); |
| memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS); |
| memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS); |
| memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1)); |
| memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4); |
| memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1)); |
| memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_SAMPLERS); |
| memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_SAMPLERS); |
| memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); |
| memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1)); |
| |
| /* Dynamically sized arrays */ |
| memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4); |
| memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4); |
| } |
| |
| /********************************************************** |
| * 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) { |
| constant_entry *constant, *constant2; |
| |
| /* type 0 represents the primary stateblock, so free all the resources */ |
| if (This->blockType == WINED3DSBT_INIT) { |
| int counter; |
| FIXME("Releasing primary stateblock\n"); |
| /* Free any streams still bound */ |
| for (counter = 0 ; counter < MAX_STREAMS ; counter++) { |
| if (This->streamSource[counter] != NULL) { |
| IWineD3DVertexBuffer_Release(This->streamSource[counter]); |
| This->streamSource[counter] = NULL; |
| } |
| } |
| |
| /* free any index data */ |
| if (This->pIndexData) { |
| IWineD3DIndexBuffer_Release(This->pIndexData); |
| This->pIndexData = NULL; |
| } |
| |
| if (NULL != This->pixelShader) { |
| IWineD3DPixelShader_Release(This->pixelShader); |
| } |
| |
| if (NULL != This->vertexShader) { |
| IWineD3DVertexShader_Release(This->vertexShader); |
| } |
| |
| if (NULL != This->vertexDecl) { |
| IWineD3DVertexDeclaration_Release(This->vertexDecl); |
| } |
| |
| /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */ |
| for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) { |
| if (This->textures[counter]) { |
| /* release our 'internal' hold on the texture */ |
| if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) { |
| TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]); |
| } |
| } |
| } |
| |
| } |
| |
| HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF); |
| HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF); |
| HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF); |
| |
| LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constant_entry, entry) { |
| HeapFree(GetProcessHeap(), 0, constant); |
| } |
| |
| LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constant_entry, entry) { |
| HeapFree(GetProcessHeap(), 0, constant); |
| } |
| |
| 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 HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){ |
| |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock; |
| |
| TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This); |
| |
| /* If not recorded, then update can just recapture */ |
| if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) { |
| IWineD3DStateBlockImpl* tmpBlock; |
| PLIGHTINFOEL *tmp = This->lights; |
| |
| IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/); |
| |
| /* Note just swap the light chains over so when deleting, the old one goes */ |
| memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl)); |
| tmpBlock->lights = tmp; |
| |
| /* Delete the temporary one (which points to the old light chain though */ |
| IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock); |
| /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/ |
| |
| } else { |
| unsigned int i, j; |
| |
| PLIGHTINFOEL *src; |
| |
| /* Recorded => Only update 'changed' values */ |
| if (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 < GL_LIMITS(vshader_constantsF); ++i) { |
| if (This->set.vertexShaderConstantsF[i]) { |
| TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i, |
| targetStateBlock->vertexShaderConstantF[i * 4], |
| targetStateBlock->vertexShaderConstantF[i * 4 + 1], |
| targetStateBlock->vertexShaderConstantF[i * 4 + 2], |
| targetStateBlock->vertexShaderConstantF[i * 4 + 3]); |
| |
| This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4]; |
| This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1]; |
| This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2]; |
| This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3]; |
| } |
| } |
| |
| /* Vertex Shader Integer Constants */ |
| for (i = 0; i < MAX_CONST_I; ++i) { |
| if (This->set.vertexShaderConstantsI[i]) { |
| TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i, |
| targetStateBlock->vertexShaderConstantI[i * 4], |
| targetStateBlock->vertexShaderConstantI[i * 4 + 1], |
| targetStateBlock->vertexShaderConstantI[i * 4 + 2], |
| targetStateBlock->vertexShaderConstantI[i * 4 + 3]); |
| |
| This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4]; |
| This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1]; |
| This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2]; |
| This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3]; |
| } |
| } |
| |
| /* Vertex Shader Boolean Constants */ |
| for (i = 0; i < MAX_CONST_B; ++i) { |
| if (This->set.vertexShaderConstantsB[i]) { |
| TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i, |
| targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE"); |
| |
| This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[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 */ |
| src = This->lights; |
| while (src != NULL) { |
| PLIGHTINFOEL *realLight = NULL; |
| |
| /* Locate the light in the live lights */ |
| realLight = targetStateBlock->lights; |
| while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next; |
| |
| /* 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) { |
| |
| /* If the light exists, copy its parameters, otherwise copy the default parameters */ |
| const WINED3DLIGHT* params = realLight? &realLight->OriginalParms: &WINED3D_default_light; |
| TRACE("Updating lights for light %d\n", src->OriginalIndex); |
| memcpy(&src->OriginalParms, params, sizeof(*params)); |
| } |
| |
| /* If 'enabledchanged' then its a LightEnable command */ |
| if (src->enabledChanged) { |
| |
| /* If the light exists, check if it's enabled, otherwise default is disabled state */ |
| TRACE("Updating lightEnabled for light %d\n", src->OriginalIndex); |
| src->lightEnabled = realLight? realLight->lightEnabled: FALSE; |
| } |
| |
| src = src->next; |
| } |
| |
| /* Recorded => Only update 'changed' values */ |
| if (This->pixelShader != targetStateBlock->pixelShader) { |
| TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader); |
| |
| if (targetStateBlock->pixelShader) { |
| IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader); |
| } |
| if (This->pixelShader) { |
| IWineD3DPixelShader_Release(This->pixelShader); |
| } |
| |
| This->pixelShader = targetStateBlock->pixelShader; |
| } |
| |
| /* Pixel Shader Float Constants */ |
| for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) { |
| if (This->set.pixelShaderConstantsF[i]) { |
| TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i, |
| targetStateBlock->pixelShaderConstantF[i * 4], |
| targetStateBlock->pixelShaderConstantF[i * 4 + 1], |
| targetStateBlock->pixelShaderConstantF[i * 4 + 2], |
| targetStateBlock->pixelShaderConstantF[i * 4 + 3]); |
| |
| This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4]; |
| This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1]; |
| This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2]; |
| This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3]; |
| } |
| } |
| |
| /* Pixel Shader Integer Constants */ |
| for (i = 0; i < MAX_CONST_I; ++i) { |
| if (This->set.pixelShaderConstantsI[i]) { |
| TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i, |
| targetStateBlock->pixelShaderConstantI[i * 4], |
| targetStateBlock->pixelShaderConstantI[i * 4 + 1], |
| targetStateBlock->pixelShaderConstantI[i * 4 + 2], |
| targetStateBlock->pixelShaderConstantI[i * 4 + 3]); |
| |
| This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4]; |
| This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1]; |
| This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2]; |
| This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3]; |
| } |
| } |
| |
| /* Pixel Shader Boolean Constants */ |
| for (i = 0; i < MAX_CONST_B; ++i) { |
| if (This->set.pixelShaderConstantsB[i]) { |
| TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i, |
| targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE"); |
| |
| This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i]; |
| } |
| } |
| |
| /* Others + Render & Texture */ |
| for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) { |
| if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i], |
| &This->transforms[i], |
| sizeof(WINED3DMATRIX)) != 0) { |
| TRACE("Updating transform %d\n", i); |
| memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(WINED3DMATRIX)); |
| } |
| } |
| |
| if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData) |
| || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) { |
| TRACE("Updating pindexData to %p, baseVertexIndex to %d\n", |
| targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex); |
| This->pIndexData = targetStateBlock->pIndexData; |
| This->baseVertexIndex = targetStateBlock->baseVertexIndex; |
| } |
| |
| if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){ |
| 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->set.fvf && This->fvf != targetStateBlock->fvf){ |
| This->fvf = targetStateBlock->fvf; |
| } |
| |
| if (This->set.material && memcmp(&targetStateBlock->material, |
| &This->material, |
| sizeof(WINED3DMATERIAL)) != 0) { |
| TRACE("Updating material\n"); |
| memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL)); |
| } |
| |
| if (This->set.viewport && memcmp(&targetStateBlock->viewport, |
| &This->viewport, |
| sizeof(WINED3DVIEWPORT)) != 0) { |
| TRACE("Updating viewport\n"); |
| memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT)); |
| } |
| |
| for (i = 0; i < MAX_STREAMS; i++) { |
| if (This->set.streamSource[i] && |
| ((This->streamStride[i] != targetStateBlock->streamStride[i]) || |
| (This->streamSource[i] != targetStateBlock->streamSource[i]))) { |
| TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i], |
| targetStateBlock->streamStride[i]); |
| This->streamStride[i] = targetStateBlock->streamStride[i]; |
| This->streamSource[i] = targetStateBlock->streamSource[i]; |
| } |
| |
| if (This->set.streamFreq[i] && |
| (This->streamFreq[i] != targetStateBlock->streamFreq[i] |
| || This->streamFlags[i] != targetStateBlock->streamFlags[i])){ |
| TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] , |
| targetStateBlock->streamFlags[i]); |
| This->streamFreq[i] = targetStateBlock->streamFreq[i]; |
| This->streamFlags[i] = targetStateBlock->streamFlags[i]; |
| } |
| } |
| |
| for (i = 0; i < GL_LIMITS(clipplanes); i++) { |
| if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i], |
| &This->clipplane[i], |
| sizeof(This->clipplane)) != 0) { |
| |
| TRACE("Updating clipplane %d\n", i); |
| memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i], |
| sizeof(This->clipplane)); |
| } |
| } |
| |
| /* Render */ |
| for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) { |
| |
| if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) { |
| TRACE("Updating renderState %d to %d\n", i, targetStateBlock->renderState[i]); |
| This->renderState[i] = targetStateBlock->renderState[i]; |
| } |
| } |
| |
| /* Texture states */ |
| for (j = 0; j < GL_LIMITS(texture_stages); j++) { |
| /* TODO: move over to using memcpy */ |
| for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) { |
| if (This->set.textureState[j][i]) { |
| TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", j,i, targetStateBlock->textureState[j][i], |
| This->textureState[j][i]); |
| This->textureState[j][i] = targetStateBlock->textureState[j][i]; |
| } |
| } |
| } |
| |
| /* Samplers */ |
| /* TODO: move over to using memcpy */ |
| for (j = 0; j < GL_LIMITS(sampler_stages); j++) { |
| if (This->set.textures[j]) { |
| TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]); |
| This->textures[j] = targetStateBlock->textures[j]; |
| } |
| for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */ |
| if (This->set.samplerState[j][i]) { |
| TRACE("Updating sampler state %d,%d to %d (was %d)\n", |
| j, i, targetStateBlock->samplerState[j][i], |
| This->samplerState[j][i]); |
| This->samplerState[j][i] = targetStateBlock->samplerState[j][i]; |
| } |
| } |
| } |
| } |
| |
| TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){ |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice; |
| |
| /*Copy thing over to updateBlock is isRecording otherwise StateBlock, |
| should really perform a delta so that only the changes get updated*/ |
| |
| |
| UINT i; |
| UINT j; |
| |
| TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice); |
| |
| /* FIXME: Only apply applicable states not all states */ |
| |
| if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) { |
| |
| |
| PLIGHTINFOEL *toDo = This->lights; |
| while (toDo != NULL) { |
| if (toDo->changed) |
| IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms); |
| if (toDo->enabledChanged) |
| IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled); |
| toDo = toDo->next; |
| } |
| |
| /* Vertex Shader */ |
| if (This->set.vertexShader && This->changed.vertexShader) { |
| IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader); |
| } |
| |
| /* Vertex Shader Constants */ |
| for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) { |
| if (This->set.vertexShaderConstantsF[i] && This->changed.vertexShaderConstantsF[i]) |
| IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1); |
| } |
| |
| for (i = 0; i < MAX_CONST_I; i++) { |
| if (This->set.vertexShaderConstantsI[i] && This->changed.vertexShaderConstantsI[i]) |
| IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1); |
| } |
| |
| for (i = 0; i < MAX_CONST_B; i++) { |
| if (This->set.vertexShaderConstantsB[i] && This->changed.vertexShaderConstantsB[i]) |
| IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1); |
| } |
| } |
| |
| if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) { |
| |
| /* Pixel Shader */ |
| if (This->set.pixelShader && This->changed.pixelShader) { |
| IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader); |
| } |
| |
| /* Pixel Shader Constants */ |
| for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) { |
| if (This->set.pixelShaderConstantsF[i] && This->changed.pixelShaderConstantsF[i]) |
| IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1); |
| } |
| |
| for (i = 0; i < MAX_CONST_I; ++i) { |
| if (This->set.pixelShaderConstantsI[i] && This->changed.pixelShaderConstantsI[i]) |
| IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1); |
| } |
| |
| for (i = 0; i < MAX_CONST_B; ++i) { |
| if (This->set.pixelShaderConstantsB[i] && This->changed.pixelShaderConstantsB[i]) |
| IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1); |
| } |
| } |
| |
| if (This->set.fvf && This->changed.fvf) { |
| IWineD3DDevice_SetFVF(pDevice, This->fvf); |
| } |
| |
| if (This->set.vertexDecl && This->changed.vertexDecl) { |
| IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl); |
| } |
| |
| /* Others + Render & Texture */ |
| if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) { |
| for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) { |
| if (This->set.transform[i] && This->changed.transform[i]) |
| IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]); |
| } |
| |
| if (This->set.indices && This->changed.indices) |
| IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex); |
| |
| if (This->set.material && This->changed.material ) |
| IWineD3DDevice_SetMaterial(pDevice, &This->material); |
| |
| if (This->set.viewport && This->changed.viewport) |
| IWineD3DDevice_SetViewport(pDevice, &This->viewport); |
| |
| /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */ |
| for (i=0; i<MAX_STREAMS; i++) { |
| if (This->set.streamSource[i] && This->changed.streamSource[i]) |
| IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]); |
| |
| if (This->set.streamFreq[i] && This->changed.streamFreq[i]) |
| IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]); |
| } |
| |
| for (i = 0; i < GL_LIMITS(clipplanes); i++) { |
| if (This->set.clipplane[i] && This->changed.clipplane[i]) { |
| float clip[4]; |
| |
| 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); |
| } |
| } |
| |
| /* Render */ |
| for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) { |
| if (This->set.renderState[i] && This->changed.renderState[i]) |
| IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]); |
| } |
| |
| /* Texture states */ |
| for (j = 0; j < GL_LIMITS(texture_stages); j++) { /* Set The texture first, just in case it resets the states? */ |
| /* TODO: move over to memcpy */ |
| for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) { |
| if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */ |
| ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i]; |
| ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE; |
| ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE; |
| } |
| } |
| } |
| |
| /* Samplers */ |
| /* TODO: move over to memcpy */ |
| for (j = 0 ; j < GL_LIMITS(sampler_stages); j++){ |
| if (This->set.textures[j] && This->changed.textures[j]) { |
| IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]); |
| } |
| for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){ |
| if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) { |
| ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i]; |
| ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE; |
| ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE; |
| } |
| } |
| |
| } |
| |
| } else if (This->blockType == WINED3DSBT_PIXELSTATE) { |
| |
| for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) { |
| if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]]) |
| IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]); |
| |
| } |
| |
| for (j = 0; j < GL_LIMITS(texture_stages); j++) { |
| for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) { |
| ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]]; |
| } |
| } |
| |
| for (j = 0; j < GL_LIMITS(sampler_stages); j++) { |
| for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) { |
| ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]]; |
| } |
| } |
| |
| } else if (This->blockType == WINED3DSBT_VERTEXSTATE) { |
| |
| for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) { |
| if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]]) |
| IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]); |
| } |
| |
| for (j = 0; j < GL_LIMITS(texture_stages); j++) { |
| for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) { |
| ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]]; |
| } |
| } |
| |
| for (j = 0; j < GL_LIMITS(sampler_stages); j++) { |
| for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) { |
| ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]]; |
| } |
| } |
| |
| |
| } else { |
| FIXME("Unrecognized state block type %d\n", This->blockType); |
| } |
| stateblock_savedstates_copy(iface, &((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed); |
| 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; |
| union { |
| D3DLINEPATTERN lp; |
| DWORD d; |
| } lp; |
| union { |
| float f; |
| DWORD d; |
| } tmpfloat; |
| unsigned int i; |
| |
| /* 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->depthStencilBuffer != NULL) { |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_TRUE); |
| } else { |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_FALSE); |
| } |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_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, D3DBLEND_ONE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, D3DBLEND_ZERO); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, D3DCULL_CCW); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, D3DCMP_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, D3DFOG_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, D3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_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) |
| * |
| * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0); |
| * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF); |
| */ |
| This->renderState[WINED3DRS_STENCILREF] = 0; |
| This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, D3DCMP_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, D3DFOG_NONE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, D3DVBF_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 = 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, D3DPATCHEDGE_DISCRETE); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe); |
| tmpfloat.f = 64.0f; |
| 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, D3DBLENDOP_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, D3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_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, D3DBLEND_ONE); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, D3DBLEND_ZERO); |
| IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, D3DBLENDOP_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 < GL_LIMITS(texture_stages); 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)? D3DTOP_MODULATE : D3DTOP_DISABLE; |
| This->textureState[i][WINED3DTSS_COLORARG1 ] = D3DTA_TEXTURE; |
| This->textureState[i][WINED3DTSS_COLORARG2 ] = D3DTA_CURRENT; |
| This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE; |
| This->textureState[i][WINED3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE; |
| This->textureState[i][WINED3DTSS_ALPHAARG2 ] = D3DTA_CURRENT; |
| This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0; |
| This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0; |
| This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0; |
| This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0; |
| This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i; |
| This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0; |
| This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0; |
| This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE; |
| This->textureState[i][WINED3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP; |
| This->textureState[i][WINED3DTSS_COLORARG0 ] = D3DTA_CURRENT; |
| This->textureState[i][WINED3DTSS_ALPHAARG0 ] = D3DTA_CURRENT; |
| This->textureState[i][WINED3DTSS_RESULTARG ] = D3DTA_CURRENT; |
| } |
| |
| /* Sampler states*/ |
| for (i = 0 ; i < GL_LIMITS(sampler_stages); i++) { |
| TRACE("Setting up default samplers states for sampler %d\n", i); |
| This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP; |
| This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP; |
| This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_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; /* TODO: Gamma correction value*/ |
| This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */ |
| This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 256; /* TODO: Vertex offset in the presampled displacement map */ |
| } |
| |
| /* 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 */ |
| if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) { |
| ENTER_GL(); |
| |
| for (i = 0; i < GL_LIMITS(texture_stages); i++) { |
| GLubyte white = 255; |
| |
| /* Note this avoids calling settexture, so pretend it has been called */ |
| This->set.textures[i] = TRUE; |
| This->changed.textures[i] = TRUE; |
| This->textures[i] = NULL; |
| |
| /* Make appropriate texture active */ |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); |
| 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, &ThisDevice->dummyTextureName[i]); |
| checkGLcall("glGenTextures"); |
| TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]); |
| |
| /* Generate a dummy 1d texture */ |
| This->textureDimensions[i] = GL_TEXTURE_1D; |
| glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]); |
| checkGLcall("glBindTexture"); |
| |
| glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white); |
| checkGLcall("glTexImage1D"); |
| #if 1 /* TODO: move the setting texture states off to basetexture */ |
| /* Reapply all the texture state information to this texture */ |
| IWineD3DDevice_SetupTextureStates(device, i, i, REAPPLY_ALL); |
| #endif |
| } |
| |
| LEAVE_GL(); |
| } |
| |
| /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/ |
| for (i = 0; i < MAX_PALETTES; ++i) { |
| int j; |
| for (j = 0; j < 256; ++j) { |
| This->wineD3DDevice->palettes[i][j].peRed = 0xFF; |
| This->wineD3DDevice->palettes[i][j].peGreen = 0xFF; |
| This->wineD3DDevice->palettes[i][j].peBlue = 0xFF; |
| This->wineD3DDevice->palettes[i][j].peFlags = 0xFF; |
| } |
| } |
| This->wineD3DDevice->currentPalette = 0; |
| |
| /* Set default GLSL program to NULL. We won't actually create one |
| * until the app sets a vertex or pixel shader */ |
| This->glsl_program = NULL; |
| |
| TRACE("-----------------------> Device defaults now set up...\n"); |
| return WINED3D_OK; |
| } |
| |
| /********************************************************** |
| * IWineD3DStateBlock VTbl follows |
| **********************************************************/ |
| |
| const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl = |
| { |
| /* IUnknown */ |
| IWineD3DStateBlockImpl_QueryInterface, |
| IWineD3DStateBlockImpl_AddRef, |
| IWineD3DStateBlockImpl_Release, |
| /* IWineD3DStateBlock */ |
| IWineD3DStateBlockImpl_GetParent, |
| IWineD3DStateBlockImpl_GetDevice, |
| IWineD3DStateBlockImpl_Capture, |
| IWineD3DStateBlockImpl_Apply, |
| IWineD3DStateBlockImpl_InitStartupStateBlock |
| }; |