| /* |
| * state block implementation |
| * |
| * Copyright 2002 Raphael Junqueira |
| * Copyright 2004 Jason Edmeades |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2007 Stefan Dösinger for CodeWeavers |
| * Copyright 2009 Henri Verbeet for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| |
| static const DWORD pixel_states_render[] = |
| { |
| WINED3DRS_ALPHABLENDENABLE, |
| WINED3DRS_ALPHAFUNC, |
| WINED3DRS_ALPHAREF, |
| WINED3DRS_ALPHATESTENABLE, |
| WINED3DRS_ANTIALIASEDLINEENABLE, |
| WINED3DRS_BLENDFACTOR, |
| WINED3DRS_BLENDOP, |
| WINED3DRS_BLENDOPALPHA, |
| WINED3DRS_CCW_STENCILFAIL, |
| WINED3DRS_CCW_STENCILPASS, |
| WINED3DRS_CCW_STENCILZFAIL, |
| WINED3DRS_COLORWRITEENABLE, |
| WINED3DRS_COLORWRITEENABLE1, |
| WINED3DRS_COLORWRITEENABLE2, |
| WINED3DRS_COLORWRITEENABLE3, |
| WINED3DRS_DEPTHBIAS, |
| WINED3DRS_DESTBLEND, |
| WINED3DRS_DESTBLENDALPHA, |
| WINED3DRS_DITHERENABLE, |
| WINED3DRS_FILLMODE, |
| WINED3DRS_FOGDENSITY, |
| WINED3DRS_FOGEND, |
| WINED3DRS_FOGSTART, |
| WINED3DRS_LASTPIXEL, |
| WINED3DRS_SCISSORTESTENABLE, |
| WINED3DRS_SEPARATEALPHABLENDENABLE, |
| WINED3DRS_SHADEMODE, |
| WINED3DRS_SLOPESCALEDEPTHBIAS, |
| WINED3DRS_SRCBLEND, |
| WINED3DRS_SRCBLENDALPHA, |
| WINED3DRS_SRGBWRITEENABLE, |
| WINED3DRS_STENCILENABLE, |
| WINED3DRS_STENCILFAIL, |
| WINED3DRS_STENCILFUNC, |
| WINED3DRS_STENCILMASK, |
| WINED3DRS_STENCILPASS, |
| WINED3DRS_STENCILREF, |
| WINED3DRS_STENCILWRITEMASK, |
| WINED3DRS_STENCILZFAIL, |
| WINED3DRS_TEXTUREFACTOR, |
| WINED3DRS_TWOSIDEDSTENCILMODE, |
| WINED3DRS_WRAP0, |
| WINED3DRS_WRAP1, |
| WINED3DRS_WRAP10, |
| WINED3DRS_WRAP11, |
| WINED3DRS_WRAP12, |
| WINED3DRS_WRAP13, |
| WINED3DRS_WRAP14, |
| WINED3DRS_WRAP15, |
| WINED3DRS_WRAP2, |
| WINED3DRS_WRAP3, |
| WINED3DRS_WRAP4, |
| WINED3DRS_WRAP5, |
| WINED3DRS_WRAP6, |
| WINED3DRS_WRAP7, |
| WINED3DRS_WRAP8, |
| WINED3DRS_WRAP9, |
| WINED3DRS_ZENABLE, |
| WINED3DRS_ZFUNC, |
| WINED3DRS_ZWRITEENABLE, |
| }; |
| |
| static const DWORD pixel_states_texture[] = |
| { |
| WINED3DTSS_ALPHAARG0, |
| WINED3DTSS_ALPHAARG1, |
| WINED3DTSS_ALPHAARG2, |
| WINED3DTSS_ALPHAOP, |
| WINED3DTSS_BUMPENVLOFFSET, |
| WINED3DTSS_BUMPENVLSCALE, |
| WINED3DTSS_BUMPENVMAT00, |
| WINED3DTSS_BUMPENVMAT01, |
| WINED3DTSS_BUMPENVMAT10, |
| WINED3DTSS_BUMPENVMAT11, |
| WINED3DTSS_COLORARG0, |
| WINED3DTSS_COLORARG1, |
| WINED3DTSS_COLORARG2, |
| WINED3DTSS_COLOROP, |
| WINED3DTSS_RESULTARG, |
| WINED3DTSS_TEXCOORDINDEX, |
| WINED3DTSS_TEXTURETRANSFORMFLAGS, |
| }; |
| |
| static const DWORD pixel_states_sampler[] = |
| { |
| WINED3DSAMP_ADDRESSU, |
| WINED3DSAMP_ADDRESSV, |
| WINED3DSAMP_ADDRESSW, |
| WINED3DSAMP_BORDERCOLOR, |
| WINED3DSAMP_MAGFILTER, |
| WINED3DSAMP_MINFILTER, |
| WINED3DSAMP_MIPFILTER, |
| WINED3DSAMP_MIPMAPLODBIAS, |
| WINED3DSAMP_MAXMIPLEVEL, |
| WINED3DSAMP_MAXANISOTROPY, |
| WINED3DSAMP_SRGBTEXTURE, |
| WINED3DSAMP_ELEMENTINDEX, |
| }; |
| |
| static const DWORD vertex_states_render[] = |
| { |
| WINED3DRS_ADAPTIVETESS_W, |
| WINED3DRS_ADAPTIVETESS_X, |
| WINED3DRS_ADAPTIVETESS_Y, |
| WINED3DRS_ADAPTIVETESS_Z, |
| WINED3DRS_AMBIENT, |
| WINED3DRS_AMBIENTMATERIALSOURCE, |
| WINED3DRS_CLIPPING, |
| WINED3DRS_CLIPPLANEENABLE, |
| WINED3DRS_COLORVERTEX, |
| WINED3DRS_CULLMODE, |
| WINED3DRS_DIFFUSEMATERIALSOURCE, |
| WINED3DRS_EMISSIVEMATERIALSOURCE, |
| WINED3DRS_ENABLEADAPTIVETESSELLATION, |
| WINED3DRS_FOGCOLOR, |
| WINED3DRS_FOGDENSITY, |
| WINED3DRS_FOGENABLE, |
| WINED3DRS_FOGEND, |
| WINED3DRS_FOGSTART, |
| WINED3DRS_FOGTABLEMODE, |
| WINED3DRS_FOGVERTEXMODE, |
| WINED3DRS_INDEXEDVERTEXBLENDENABLE, |
| WINED3DRS_LIGHTING, |
| WINED3DRS_LOCALVIEWER, |
| WINED3DRS_MAXTESSELLATIONLEVEL, |
| WINED3DRS_MINTESSELLATIONLEVEL, |
| WINED3DRS_MULTISAMPLEANTIALIAS, |
| WINED3DRS_MULTISAMPLEMASK, |
| WINED3DRS_NORMALDEGREE, |
| WINED3DRS_NORMALIZENORMALS, |
| WINED3DRS_PATCHEDGESTYLE, |
| WINED3DRS_POINTSCALE_A, |
| WINED3DRS_POINTSCALE_B, |
| WINED3DRS_POINTSCALE_C, |
| WINED3DRS_POINTSCALEENABLE, |
| WINED3DRS_POINTSIZE, |
| WINED3DRS_POINTSIZE_MAX, |
| WINED3DRS_POINTSIZE_MIN, |
| WINED3DRS_POINTSPRITEENABLE, |
| WINED3DRS_POSITIONDEGREE, |
| WINED3DRS_RANGEFOGENABLE, |
| WINED3DRS_SHADEMODE, |
| WINED3DRS_SPECULARENABLE, |
| WINED3DRS_SPECULARMATERIALSOURCE, |
| WINED3DRS_TWEENFACTOR, |
| WINED3DRS_VERTEXBLEND, |
| }; |
| |
| static const DWORD vertex_states_texture[] = |
| { |
| WINED3DTSS_TEXCOORDINDEX, |
| WINED3DTSS_TEXTURETRANSFORMFLAGS, |
| }; |
| |
| static const DWORD vertex_states_sampler[] = |
| { |
| WINED3DSAMP_DMAPOFFSET, |
| }; |
| |
| /* Allocates the correct amount of space for pixel and vertex shader constants, |
| * along with their set/changed flags on the given stateblock object |
| */ |
| static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object) |
| { |
| IWineD3DDeviceImpl *device = object->device; |
| |
| /* Allocate space for floating point constants */ |
| object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(float) * device->d3d_pshader_constantF * 4); |
| if (!object->state.ps_consts_f) goto fail; |
| |
| object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(BOOL) * device->d3d_pshader_constantF); |
| if (!object->changed.pixelShaderConstantsF) goto fail; |
| |
| object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(float) * device->d3d_vshader_constantF * 4); |
| if (!object->state.vs_consts_f) goto fail; |
| |
| object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(BOOL) * device->d3d_vshader_constantF); |
| if (!object->changed.vertexShaderConstantsF) goto fail; |
| |
| object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, |
| sizeof(DWORD) * device->d3d_vshader_constantF); |
| if (!object->contained_vs_consts_f) goto fail; |
| |
| object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, |
| sizeof(DWORD) * device->d3d_pshader_constantF); |
| if (!object->contained_ps_consts_f) goto fail; |
| |
| return WINED3D_OK; |
| |
| fail: |
| ERR("Failed to allocate memory\n"); |
| HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f); |
| HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f); |
| HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f); |
| HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f); |
| return E_OUTOFMEMORY; |
| } |
| |
| static inline void stateblock_set_bits(DWORD *map, UINT map_size) |
| { |
| DWORD mask = (1 << (map_size & 0x1f)) - 1; |
| memset(map, 0xff, (map_size >> 5) * sizeof(*map)); |
| if (mask) map[map_size >> 5] = mask; |
| } |
| |
| /* Set all members of a stateblock savedstate to the given value */ |
| static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts) |
| { |
| unsigned int i; |
| |
| /* Single values */ |
| states->primitive_type = 1; |
| states->indices = 1; |
| states->material = 1; |
| states->viewport = 1; |
| states->vertexDecl = 1; |
| states->pixelShader = 1; |
| states->vertexShader = 1; |
| states->scissorRect = 1; |
| |
| /* Fixed size arrays */ |
| states->streamSource = 0xffff; |
| states->streamFreq = 0xffff; |
| states->textures = 0xfffff; |
| stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1); |
| stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1); |
| for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff; |
| for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe; |
| states->clipplane = 0xffffffff; |
| states->pixelShaderConstantsB = 0xffff; |
| states->pixelShaderConstantsI = 0xffff; |
| states->vertexShaderConstantsB = 0xffff; |
| states->vertexShaderConstantsI = 0xffff; |
| |
| /* Dynamically sized arrays */ |
| memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts); |
| memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts); |
| } |
| |
| static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants) |
| { |
| DWORD texture_mask = 0; |
| WORD sampler_mask = 0; |
| unsigned int i; |
| |
| states->pixelShader = 1; |
| |
| for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i) |
| { |
| DWORD rs = pixel_states_render[i]; |
| states->renderState[rs >> 5] |= 1 << (rs & 0x1f); |
| } |
| |
| for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i) |
| texture_mask |= 1 << pixel_states_texture[i]; |
| for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; |
| for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i) |
| sampler_mask |= 1 << pixel_states_sampler[i]; |
| for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; |
| states->pixelShaderConstantsB = 0xffff; |
| states->pixelShaderConstantsI = 0xffff; |
| |
| memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants); |
| } |
| |
| static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants) |
| { |
| DWORD texture_mask = 0; |
| WORD sampler_mask = 0; |
| unsigned int i; |
| |
| states->vertexDecl = 1; |
| states->vertexShader = 1; |
| |
| for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i) |
| { |
| DWORD rs = vertex_states_render[i]; |
| states->renderState[rs >> 5] |= 1 << (rs & 0x1f); |
| } |
| |
| for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i) |
| texture_mask |= 1 << vertex_states_texture[i]; |
| for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; |
| for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i) |
| sampler_mask |= 1 << vertex_states_sampler[i]; |
| for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; |
| states->vertexShaderConstantsB = 0xffff; |
| states->vertexShaderConstantsI = 0xffff; |
| |
| memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants); |
| } |
| |
| void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) |
| { |
| IWineD3DDeviceImpl *device = stateblock->device; |
| unsigned int i, j; |
| |
| for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i) |
| { |
| DWORD map = stateblock->changed.renderState[i]; |
| for (j = 0; map; map >>= 1, ++j) |
| { |
| if (!(map & 1)) continue; |
| |
| stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j; |
| ++stateblock->num_contained_render_states; |
| } |
| } |
| |
| for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i) |
| { |
| DWORD map = stateblock->changed.transform[i]; |
| for (j = 0; map; map >>= 1, ++j) |
| { |
| if (!(map & 1)) continue; |
| |
| stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j; |
| ++stateblock->num_contained_transform_states; |
| } |
| } |
| |
| for (i = 0; i < device->d3d_vshader_constantF; ++i) |
| { |
| if (stateblock->changed.vertexShaderConstantsF[i]) |
| { |
| stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i; |
| ++stateblock->num_contained_vs_consts_f; |
| } |
| } |
| |
| for (i = 0; i < MAX_CONST_I; ++i) |
| { |
| if (stateblock->changed.vertexShaderConstantsI & (1 << i)) |
| { |
| stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i; |
| ++stateblock->num_contained_vs_consts_i; |
| } |
| } |
| |
| for (i = 0; i < MAX_CONST_B; ++i) |
| { |
| if (stateblock->changed.vertexShaderConstantsB & (1 << i)) |
| { |
| stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i; |
| ++stateblock->num_contained_vs_consts_b; |
| } |
| } |
| |
| for (i = 0; i < device->d3d_pshader_constantF; ++i) |
| { |
| if (stateblock->changed.pixelShaderConstantsF[i]) |
| { |
| stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i; |
| ++stateblock->num_contained_ps_consts_f; |
| } |
| } |
| |
| for (i = 0; i < MAX_CONST_I; ++i) |
| { |
| if (stateblock->changed.pixelShaderConstantsI & (1 << i)) |
| { |
| stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i; |
| ++stateblock->num_contained_ps_consts_i; |
| } |
| } |
| |
| for (i = 0; i < MAX_CONST_B; ++i) |
| { |
| if (stateblock->changed.pixelShaderConstantsB & (1 << i)) |
| { |
| stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i; |
| ++stateblock->num_contained_ps_consts_b; |
| } |
| } |
| |
| for (i = 0; i < MAX_TEXTURES; ++i) |
| { |
| DWORD map = stateblock->changed.textureState[i]; |
| |
| for(j = 0; map; map >>= 1, ++j) |
| { |
| if (!(map & 1)) continue; |
| |
| stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i; |
| stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j; |
| ++stateblock->num_contained_tss_states; |
| } |
| } |
| |
| for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) |
| { |
| DWORD map = stateblock->changed.samplerState[i]; |
| |
| for (j = 0; map; map >>= 1, ++j) |
| { |
| if (!(map & 1)) continue; |
| |
| stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i; |
| stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j; |
| ++stateblock->num_contained_sampler_states; |
| } |
| } |
| } |
| |
| static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map) |
| { |
| unsigned int i; |
| |
| for (i = 0; i < LIGHTMAP_SIZE; ++i) |
| { |
| const struct wined3d_light_info *src_light; |
| |
| LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry) |
| { |
| struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light)); |
| |
| *dst_light = *src_light; |
| list_add_tail(&stateblock->state.light_map[i], &dst_light->entry); |
| } |
| } |
| } |
| |
| ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock) |
| { |
| ULONG refcount = InterlockedIncrement(&stateblock->ref); |
| |
| TRACE("%p increasing refcount to %u.\n", stateblock, refcount); |
| |
| return refcount; |
| } |
| |
| ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock) |
| { |
| ULONG refcount = InterlockedDecrement(&stateblock->ref); |
| |
| TRACE("%p decreasing refcount to %u\n", stateblock, refcount); |
| |
| if (!refcount) |
| { |
| int counter; |
| |
| if (stateblock->state.vertex_declaration) |
| wined3d_vertex_declaration_incref(stateblock->state.vertex_declaration); |
| |
| for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) |
| { |
| if (stateblock->state.textures[counter]) |
| IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)stateblock->state.textures[counter]); |
| } |
| |
| for (counter = 0; counter < MAX_STREAMS; ++counter) |
| { |
| struct wined3d_buffer *buffer = stateblock->state.streams[counter].buffer; |
| if (buffer) |
| { |
| if (IWineD3DBuffer_Release((IWineD3DBuffer *)buffer)) |
| { |
| WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter); |
| } |
| } |
| } |
| if (stateblock->state.index_buffer) |
| IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.index_buffer); |
| if (stateblock->state.vertex_shader) |
| IWineD3DVertexShader_Release((IWineD3DVertexShader *)stateblock->state.vertex_shader); |
| if (stateblock->state.pixel_shader) |
| IWineD3DPixelShader_Release((IWineD3DPixelShader *)stateblock->state.pixel_shader); |
| |
| for (counter = 0; counter < LIGHTMAP_SIZE; ++counter) |
| { |
| struct list *e1, *e2; |
| LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter]) |
| { |
| struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry); |
| list_remove(&light->entry); |
| HeapFree(GetProcessHeap(), 0, light); |
| } |
| } |
| |
| HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f); |
| HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f); |
| HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF); |
| HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f); |
| HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f); |
| HeapFree(GetProcessHeap(), 0, stateblock); |
| } |
| |
| return refcount; |
| } |
| |
| static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state) |
| { |
| UINT i; |
| |
| /* Lights... For a recorded state block, we just had a chain of actions |
| * to perform, so we need to walk that chain and update any actions which |
| * differ. */ |
| for (i = 0; i < LIGHTMAP_SIZE; ++i) |
| { |
| struct list *e, *f; |
| LIST_FOR_EACH(e, &dst_state->light_map[i]) |
| { |
| BOOL updated = FALSE; |
| struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight; |
| |
| /* Look up the light in the destination */ |
| LIST_FOR_EACH(f, &src_state->light_map[i]) |
| { |
| realLight = LIST_ENTRY(f, struct wined3d_light_info, entry); |
| if (realLight->OriginalIndex == src->OriginalIndex) |
| { |
| src->OriginalParms = realLight->OriginalParms; |
| |
| if (realLight->glIndex == -1 && src->glIndex != -1) |
| { |
| /* Light disabled */ |
| dst_state->lights[src->glIndex] = NULL; |
| } |
| else if (realLight->glIndex != -1 && src->glIndex == -1) |
| { |
| /* Light enabled */ |
| dst_state->lights[realLight->glIndex] = src; |
| } |
| src->glIndex = realLight->glIndex; |
| updated = TRUE; |
| break; |
| } |
| } |
| |
| if (!updated) |
| { |
| /* This can happen if the light was originally created as a |
| * default light for SetLightEnable() while recording. */ |
| WARN("Light %u in dst_state %p does not exist in src_state %p.\n", |
| src->OriginalIndex, dst_state, src_state); |
| |
| src->OriginalParms = WINED3D_default_light; |
| if (src->glIndex != -1) |
| { |
| dst_state->lights[src->glIndex] = NULL; |
| src->glIndex = -1; |
| } |
| } |
| } |
| } |
| } |
| |
| HRESULT CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock) |
| { |
| const struct wined3d_state *src_state = &stateblock->device->stateBlock->state; |
| unsigned int i; |
| DWORD map; |
| |
| TRACE("stateblock %p.\n", stateblock); |
| |
| TRACE("Capturing state %p.\n", src_state); |
| |
| if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader) |
| { |
| TRACE("Updating vertex shader from %p to %p\n", |
| stateblock->state.vertex_shader, src_state->vertex_shader); |
| |
| if (src_state->vertex_shader) |
| IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)src_state->vertex_shader); |
| if (stateblock->state.vertex_shader) |
| IWineD3DVertexShader_Release((IWineD3DVertexShader *)stateblock->state.vertex_shader); |
| stateblock->state.vertex_shader = src_state->vertex_shader; |
| } |
| |
| /* Vertex shader float constants. */ |
| for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) |
| { |
| unsigned int idx = stateblock->contained_vs_consts_f[i]; |
| |
| TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx, |
| src_state->vs_consts_f[idx * 4 + 0], |
| src_state->vs_consts_f[idx * 4 + 1], |
| src_state->vs_consts_f[idx * 4 + 2], |
| src_state->vs_consts_f[idx * 4 + 3]); |
| |
| stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0]; |
| stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1]; |
| stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2]; |
| stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3]; |
| } |
| |
| /* Vertex shader integer constants. */ |
| for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) |
| { |
| unsigned int idx = stateblock->contained_vs_consts_i[i]; |
| |
| TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx, |
| src_state->vs_consts_i[idx * 4 + 0], |
| src_state->vs_consts_i[idx * 4 + 1], |
| src_state->vs_consts_i[idx * 4 + 2], |
| src_state->vs_consts_i[idx * 4 + 3]); |
| |
| stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0]; |
| stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1]; |
| stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2]; |
| stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3]; |
| } |
| |
| /* Vertex shader boolean constants. */ |
| for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) |
| { |
| unsigned int idx = stateblock->contained_vs_consts_b[i]; |
| |
| TRACE("Setting vs_consts_b[%u] to %s.\n", |
| idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE"); |
| |
| stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx]; |
| } |
| |
| /* Pixel shader float constants. */ |
| for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) |
| { |
| unsigned int idx = stateblock->contained_ps_consts_f[i]; |
| |
| TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx, |
| src_state->ps_consts_f[idx * 4 + 0], |
| src_state->ps_consts_f[idx * 4 + 1], |
| src_state->ps_consts_f[idx * 4 + 2], |
| src_state->ps_consts_f[idx * 4 + 3]); |
| |
| stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0]; |
| stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1]; |
| stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2]; |
| stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3]; |
| } |
| |
| /* Pixel shader integer constants. */ |
| for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) |
| { |
| unsigned int idx = stateblock->contained_ps_consts_i[i]; |
| TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx, |
| src_state->ps_consts_i[idx * 4 + 0], |
| src_state->ps_consts_i[idx * 4 + 1], |
| src_state->ps_consts_i[idx * 4 + 2], |
| src_state->ps_consts_i[idx * 4 + 3]); |
| |
| stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0]; |
| stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1]; |
| stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2]; |
| stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3]; |
| } |
| |
| /* Pixel shader boolean constants. */ |
| for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) |
| { |
| unsigned int idx = stateblock->contained_ps_consts_b[i]; |
| TRACE("Setting ps_consts_b[%u] to %s.\n", |
| idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE"); |
| |
| stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx]; |
| } |
| |
| /* Others + Render & Texture */ |
| for (i = 0; i < stateblock->num_contained_transform_states; ++i) |
| { |
| WINED3DTRANSFORMSTATETYPE transform = stateblock->contained_transform_states[i]; |
| |
| TRACE("Updating transform %#x.\n", transform); |
| |
| stateblock->state.transforms[transform] = src_state->transforms[transform]; |
| } |
| |
| if (stateblock->changed.primitive_type) |
| stateblock->state.gl_primitive_type = src_state->gl_primitive_type; |
| |
| if (stateblock->changed.indices |
| && ((stateblock->state.index_buffer != src_state->index_buffer) |
| || (stateblock->state.base_vertex_index != src_state->base_vertex_index) |
| || (stateblock->state.index_format != src_state->index_format))) |
| { |
| TRACE("Updating index buffer to %p, base vertex index to %d.\n", |
| src_state->index_buffer, src_state->base_vertex_index); |
| |
| if (src_state->index_buffer) |
| IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->index_buffer); |
| if (stateblock->state.index_buffer) |
| IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.index_buffer); |
| stateblock->state.index_buffer = src_state->index_buffer; |
| stateblock->state.base_vertex_index = src_state->base_vertex_index; |
| stateblock->state.index_format = src_state->index_format; |
| } |
| |
| if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration) |
| { |
| TRACE("Updating vertex declaration from %p to %p.\n", |
| stateblock->state.vertex_declaration, src_state->vertex_declaration); |
| |
| if (src_state->vertex_declaration) |
| wined3d_vertex_declaration_incref(src_state->vertex_declaration); |
| if (stateblock->state.vertex_declaration) |
| wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration); |
| stateblock->state.vertex_declaration = src_state->vertex_declaration; |
| } |
| |
| if (stateblock->changed.material |
| && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material))) |
| { |
| TRACE("Updating material.\n"); |
| |
| stateblock->state.material = src_state->material; |
| } |
| |
| if (stateblock->changed.viewport |
| && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport))) |
| { |
| TRACE("Updating viewport.\n"); |
| |
| stateblock->state.viewport = src_state->viewport; |
| } |
| |
| if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect, |
| &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect))) |
| { |
| TRACE("Updating scissor rect.\n"); |
| |
| stateblock->state.scissor_rect = src_state->scissor_rect; |
| } |
| |
| map = stateblock->changed.streamSource; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (stateblock->state.streams[i].stride != src_state->streams[i].stride |
| || stateblock->state.streams[i].buffer != src_state->streams[i].buffer) |
| { |
| TRACE("Updating stream source %u to %p, stride to %u.\n", |
| i, src_state->streams[i].buffer, |
| src_state->streams[i].stride); |
| |
| stateblock->state.streams[i].stride = src_state->streams[i].stride; |
| if (src_state->streams[i].buffer) |
| IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->streams[i].buffer); |
| if (stateblock->state.streams[i].buffer) |
| IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.streams[i].buffer); |
| stateblock->state.streams[i].buffer = src_state->streams[i].buffer; |
| } |
| } |
| |
| map = stateblock->changed.streamFreq; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency |
| || stateblock->state.streams[i].flags != src_state->streams[i].flags) |
| { |
| TRACE("Updating stream frequency %u to %u flags to %#x.\n", |
| i, src_state->streams[i].frequency, src_state->streams[i].flags); |
| |
| stateblock->state.streams[i].frequency = src_state->streams[i].frequency; |
| stateblock->state.streams[i].flags = src_state->streams[i].flags; |
| } |
| } |
| |
| map = stateblock->changed.clipplane; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (memcmp(src_state->clip_planes[i], stateblock->state.clip_planes[i], sizeof(*stateblock->state.clip_planes))) |
| { |
| TRACE("Updating clipplane %u.\n", i); |
| memcpy(stateblock->state.clip_planes[i], src_state->clip_planes[i], sizeof(*stateblock->state.clip_planes)); |
| } |
| } |
| |
| /* Render */ |
| for (i = 0; i < stateblock->num_contained_render_states; ++i) |
| { |
| WINED3DRENDERSTATETYPE rs = stateblock->contained_render_states[i]; |
| |
| TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]); |
| |
| stateblock->state.render_states[rs] = src_state->render_states[rs]; |
| } |
| |
| /* Texture states */ |
| for (i = 0; i < stateblock->num_contained_tss_states; ++i) |
| { |
| DWORD stage = stateblock->contained_tss_states[i].stage; |
| DWORD state = stateblock->contained_tss_states[i].state; |
| |
| TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state, |
| src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]); |
| |
| stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state]; |
| } |
| |
| /* Samplers */ |
| map = stateblock->changed.textures; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| TRACE("Updating texture %u to %p (was %p).\n", |
| i, src_state->textures[i], stateblock->state.textures[i]); |
| |
| if (src_state->textures[i]) |
| IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)src_state->textures[i]); |
| if (stateblock->state.textures[i]) |
| IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)stateblock->state.textures[i]); |
| stateblock->state.textures[i] = src_state->textures[i]; |
| } |
| |
| for (i = 0; i < stateblock->num_contained_sampler_states; ++i) |
| { |
| DWORD stage = stateblock->contained_sampler_states[i].stage; |
| DWORD state = stateblock->contained_sampler_states[i].state; |
| |
| TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state, |
| src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]); |
| |
| stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state]; |
| } |
| |
| if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader) |
| { |
| if (src_state->pixel_shader) |
| IWineD3DPixelShader_AddRef((IWineD3DPixelShader *)src_state->pixel_shader); |
| if (stateblock->state.pixel_shader) |
| IWineD3DPixelShader_Release((IWineD3DPixelShader *)stateblock->state.pixel_shader); |
| stateblock->state.pixel_shader = src_state->pixel_shader; |
| } |
| |
| wined3d_state_record_lights(&stateblock->state, src_state); |
| |
| TRACE("Captue done.\n"); |
| |
| return WINED3D_OK; |
| } |
| |
| static void apply_lights(IWineD3DDevice *device, const struct wined3d_state *state) |
| { |
| UINT i; |
| |
| for (i = 0; i < LIGHTMAP_SIZE; ++i) |
| { |
| struct list *e; |
| |
| LIST_FOR_EACH(e, &state->light_map[i]) |
| { |
| const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| |
| IWineD3DDevice_SetLight(device, light->OriginalIndex, &light->OriginalParms); |
| IWineD3DDevice_SetLightEnable(device, light->OriginalIndex, light->glIndex != -1); |
| } |
| } |
| } |
| |
| HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) |
| { |
| IWineD3DDevice *device = (IWineD3DDevice *)stateblock->device; |
| unsigned int i; |
| DWORD map; |
| |
| TRACE("Applying stateblock %p to device %p.\n", stateblock, device); |
| TRACE("Blocktype: %#x.\n", stateblock->blockType); |
| |
| if (stateblock->changed.vertexShader) |
| IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)stateblock->state.vertex_shader); |
| |
| /* Vertex Shader Constants. */ |
| for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) |
| { |
| IWineD3DDevice_SetVertexShaderConstantF(device, stateblock->contained_vs_consts_f[i], |
| stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1); |
| } |
| for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) |
| { |
| IWineD3DDevice_SetVertexShaderConstantI(device, stateblock->contained_vs_consts_i[i], |
| stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1); |
| } |
| for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) |
| { |
| IWineD3DDevice_SetVertexShaderConstantB(device, stateblock->contained_vs_consts_b[i], |
| stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1); |
| } |
| |
| apply_lights(device, &stateblock->state); |
| |
| if (stateblock->changed.pixelShader) |
| IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)stateblock->state.pixel_shader); |
| |
| /* Pixel Shader Constants. */ |
| for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) |
| { |
| IWineD3DDevice_SetPixelShaderConstantF(device, stateblock->contained_ps_consts_f[i], |
| stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1); |
| } |
| for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) |
| { |
| IWineD3DDevice_SetPixelShaderConstantI(device, stateblock->contained_ps_consts_i[i], |
| stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1); |
| } |
| for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) |
| { |
| IWineD3DDevice_SetPixelShaderConstantB(device, stateblock->contained_ps_consts_b[i], |
| stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1); |
| } |
| |
| /* Render states. */ |
| for (i = 0; i < stateblock->num_contained_render_states; ++i) |
| { |
| IWineD3DDevice_SetRenderState(device, stateblock->contained_render_states[i], |
| stateblock->state.render_states[stateblock->contained_render_states[i]]); |
| } |
| |
| /* Texture states. */ |
| for (i = 0; i < stateblock->num_contained_tss_states; ++i) |
| { |
| DWORD stage = stateblock->contained_tss_states[i].stage; |
| DWORD state = stateblock->contained_tss_states[i].state; |
| |
| IWineD3DDevice_SetTextureStageState(device, stage, state, stateblock->state.texture_states[stage][state]); |
| } |
| |
| /* Sampler states. */ |
| for (i = 0; i < stateblock->num_contained_sampler_states; ++i) |
| { |
| DWORD stage = stateblock->contained_sampler_states[i].stage; |
| DWORD state = stateblock->contained_sampler_states[i].state; |
| DWORD value = stateblock->state.sampler_states[stage][state]; |
| |
| if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS; |
| IWineD3DDevice_SetSamplerState(device, stage, state, value); |
| } |
| |
| /* Transform states. */ |
| for (i = 0; i < stateblock->num_contained_transform_states; ++i) |
| { |
| IWineD3DDevice_SetTransform(device, stateblock->contained_transform_states[i], |
| &stateblock->state.transforms[stateblock->contained_transform_states[i]]); |
| } |
| |
| if (stateblock->changed.primitive_type) |
| { |
| stateblock->device->updateStateBlock->changed.primitive_type = TRUE; |
| stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type; |
| } |
| |
| if (stateblock->changed.indices) |
| { |
| IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)stateblock->state.index_buffer, |
| stateblock->state.index_format); |
| IWineD3DDevice_SetBaseVertexIndex(device, stateblock->state.base_vertex_index); |
| } |
| |
| if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration) |
| { |
| IWineD3DDevice_SetVertexDeclaration(device, stateblock->state.vertex_declaration); |
| } |
| |
| if (stateblock->changed.material) |
| { |
| IWineD3DDevice_SetMaterial(device, &stateblock->state.material); |
| } |
| |
| if (stateblock->changed.viewport) |
| { |
| IWineD3DDevice_SetViewport(device, &stateblock->state.viewport); |
| } |
| |
| if (stateblock->changed.scissorRect) |
| { |
| IWineD3DDevice_SetScissorRect(device, &stateblock->state.scissor_rect); |
| } |
| |
| map = stateblock->changed.streamSource; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (map & 1) |
| IWineD3DDevice_SetStreamSource(device, i, |
| (IWineD3DBuffer *)stateblock->state.streams[i].buffer, |
| 0, stateblock->state.streams[i].stride); |
| } |
| |
| map = stateblock->changed.streamFreq; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (map & 1) |
| IWineD3DDevice_SetStreamSourceFreq(device, i, |
| stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags); |
| } |
| |
| map = stateblock->changed.textures; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| DWORD stage; |
| |
| if (!(map & 1)) continue; |
| |
| stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS; |
| IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)stateblock->state.textures[i]); |
| } |
| |
| map = stateblock->changed.clipplane; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| float clip[4]; |
| |
| if (!(map & 1)) continue; |
| |
| clip[0] = stateblock->state.clip_planes[i][0]; |
| clip[1] = stateblock->state.clip_planes[i][1]; |
| clip[2] = stateblock->state.clip_planes[i][2]; |
| clip[3] = stateblock->state.clip_planes[i][3]; |
| IWineD3DDevice_SetClipPlane(device, i, clip); |
| } |
| |
| stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1; |
| for (i = 0; i < MAX_TEXTURES - 1; ++i) |
| { |
| if (stateblock->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) |
| { |
| stateblock->device->stateBlock->state.lowest_disabled_stage = i; |
| break; |
| } |
| } |
| |
| TRACE("Applied stateblock %p.\n", stateblock); |
| |
| return WINED3D_OK; |
| } |
| |
| void stateblock_init_default_state(struct wined3d_stateblock *stateblock) |
| { |
| IWineD3DDeviceImpl *device = stateblock->device; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| struct wined3d_state *state = &stateblock->state; |
| union { |
| WINED3DLINEPATTERN lp; |
| DWORD d; |
| } lp; |
| union { |
| float f; |
| DWORD d; |
| } tmpfloat; |
| unsigned int i; |
| IWineD3DSwapChain *swapchain; |
| IWineD3DSurface *backbuffer; |
| HRESULT hr; |
| |
| TRACE("stateblock %p.\n", stateblock); |
| |
| stateblock->blockType = WINED3DSBT_INIT; |
| |
| /* Set some of the defaults for lights, transforms etc */ |
| memcpy(&state->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity)); |
| memcpy(&state->transforms[WINED3DTS_VIEW], identity, sizeof(identity)); |
| for (i = 0; i < 256; ++i) |
| { |
| memcpy(&state->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity)); |
| } |
| |
| TRACE("Render states\n"); |
| /* Render states: */ |
| if (device->auto_depth_stencil) |
| state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_TRUE; |
| else |
| state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_FALSE; |
| state->render_states[WINED3DRS_FILLMODE] = WINED3DFILL_SOLID; |
| state->render_states[WINED3DRS_SHADEMODE] = WINED3DSHADE_GOURAUD; |
| lp.lp.wRepeatFactor = 0; |
| lp.lp.wLinePattern = 0; |
| state->render_states[WINED3DRS_LINEPATTERN] = lp.d; |
| state->render_states[WINED3DRS_ZWRITEENABLE] = TRUE; |
| state->render_states[WINED3DRS_ALPHATESTENABLE] = FALSE; |
| state->render_states[WINED3DRS_LASTPIXEL] = TRUE; |
| state->render_states[WINED3DRS_SRCBLEND] = WINED3DBLEND_ONE; |
| state->render_states[WINED3DRS_DESTBLEND] = WINED3DBLEND_ZERO; |
| state->render_states[WINED3DRS_CULLMODE] = WINED3DCULL_CCW; |
| state->render_states[WINED3DRS_ZFUNC] = WINED3DCMP_LESSEQUAL; |
| state->render_states[WINED3DRS_ALPHAFUNC] = WINED3DCMP_ALWAYS; |
| state->render_states[WINED3DRS_ALPHAREF] = 0; |
| state->render_states[WINED3DRS_DITHERENABLE] = FALSE; |
| state->render_states[WINED3DRS_ALPHABLENDENABLE] = FALSE; |
| state->render_states[WINED3DRS_FOGENABLE] = FALSE; |
| state->render_states[WINED3DRS_SPECULARENABLE] = FALSE; |
| state->render_states[WINED3DRS_ZVISIBLE] = 0; |
| state->render_states[WINED3DRS_FOGCOLOR] = 0; |
| state->render_states[WINED3DRS_FOGTABLEMODE] = WINED3DFOG_NONE; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3DRS_FOGSTART] = tmpfloat.d; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3DRS_FOGEND] = tmpfloat.d; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3DRS_FOGDENSITY] = tmpfloat.d; |
| state->render_states[WINED3DRS_EDGEANTIALIAS] = FALSE; |
| state->render_states[WINED3DRS_ZBIAS] = 0; |
| state->render_states[WINED3DRS_RANGEFOGENABLE] = FALSE; |
| state->render_states[WINED3DRS_STENCILENABLE] = FALSE; |
| state->render_states[WINED3DRS_STENCILFAIL] = WINED3DSTENCILOP_KEEP; |
| state->render_states[WINED3DRS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP; |
| state->render_states[WINED3DRS_STENCILPASS] = WINED3DSTENCILOP_KEEP; |
| state->render_states[WINED3DRS_STENCILREF] = 0; |
| state->render_states[WINED3DRS_STENCILMASK] = 0xffffffff; |
| state->render_states[WINED3DRS_STENCILFUNC] = WINED3DCMP_ALWAYS; |
| state->render_states[WINED3DRS_STENCILWRITEMASK] = 0xffffffff; |
| state->render_states[WINED3DRS_TEXTUREFACTOR] = 0xffffffff; |
| state->render_states[WINED3DRS_WRAP0] = 0; |
| state->render_states[WINED3DRS_WRAP1] = 0; |
| state->render_states[WINED3DRS_WRAP2] = 0; |
| state->render_states[WINED3DRS_WRAP3] = 0; |
| state->render_states[WINED3DRS_WRAP4] = 0; |
| state->render_states[WINED3DRS_WRAP5] = 0; |
| state->render_states[WINED3DRS_WRAP6] = 0; |
| state->render_states[WINED3DRS_WRAP7] = 0; |
| state->render_states[WINED3DRS_CLIPPING] = TRUE; |
| state->render_states[WINED3DRS_LIGHTING] = TRUE; |
| state->render_states[WINED3DRS_AMBIENT] = 0; |
| state->render_states[WINED3DRS_FOGVERTEXMODE] = WINED3DFOG_NONE; |
| state->render_states[WINED3DRS_COLORVERTEX] = TRUE; |
| state->render_states[WINED3DRS_LOCALVIEWER] = TRUE; |
| state->render_states[WINED3DRS_NORMALIZENORMALS] = FALSE; |
| state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] = WINED3DMCS_COLOR1; |
| state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] = WINED3DMCS_COLOR2; |
| state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] = WINED3DMCS_MATERIAL; |
| state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] = WINED3DMCS_MATERIAL; |
| state->render_states[WINED3DRS_VERTEXBLEND] = WINED3DVBF_DISABLE; |
| state->render_states[WINED3DRS_CLIPPLANEENABLE] = 0; |
| state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING] = FALSE; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3DRS_POINTSIZE] = tmpfloat.d; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3DRS_POINTSIZE_MIN] = tmpfloat.d; |
| state->render_states[WINED3DRS_POINTSPRITEENABLE] = FALSE; |
| state->render_states[WINED3DRS_POINTSCALEENABLE] = FALSE; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3DRS_POINTSCALE_A] = tmpfloat.d; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3DRS_POINTSCALE_B] = tmpfloat.d; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3DRS_POINTSCALE_C] = tmpfloat.d; |
| state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS] = TRUE; |
| state->render_states[WINED3DRS_MULTISAMPLEMASK] = 0xffffffff; |
| state->render_states[WINED3DRS_PATCHEDGESTYLE] = WINED3DPATCHEDGE_DISCRETE; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3DRS_PATCHSEGMENTS] = tmpfloat.d; |
| state->render_states[WINED3DRS_DEBUGMONITORTOKEN] = 0xbaadcafe; |
| tmpfloat.f = gl_info->limits.pointsize_max; |
| state->render_states[WINED3DRS_POINTSIZE_MAX] = tmpfloat.d; |
| state->render_states[WINED3DRS_INDEXEDVERTEXBLENDENABLE] = FALSE; |
| state->render_states[WINED3DRS_COLORWRITEENABLE] = 0x0000000f; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3DRS_TWEENFACTOR] = tmpfloat.d; |
| state->render_states[WINED3DRS_BLENDOP] = WINED3DBLENDOP_ADD; |
| state->render_states[WINED3DRS_POSITIONDEGREE] = WINED3DDEGREE_CUBIC; |
| state->render_states[WINED3DRS_NORMALDEGREE] = WINED3DDEGREE_LINEAR; |
| /* states new in d3d9 */ |
| state->render_states[WINED3DRS_SCISSORTESTENABLE] = FALSE; |
| state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS] = 0; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3DRS_MINTESSELLATIONLEVEL] = tmpfloat.d; |
| state->render_states[WINED3DRS_MAXTESSELLATIONLEVEL] = tmpfloat.d; |
| state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE] = FALSE; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3DRS_ADAPTIVETESS_X] = tmpfloat.d; |
| state->render_states[WINED3DRS_ADAPTIVETESS_Y] = tmpfloat.d; |
| tmpfloat.f = 1.0f; |
| state->render_states[WINED3DRS_ADAPTIVETESS_Z] = tmpfloat.d; |
| tmpfloat.f = 0.0f; |
| state->render_states[WINED3DRS_ADAPTIVETESS_W] = tmpfloat.d; |
| state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION] = FALSE; |
| state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE] = FALSE; |
| state->render_states[WINED3DRS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP; |
| state->render_states[WINED3DRS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP; |
| state->render_states[WINED3DRS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP; |
| state->render_states[WINED3DRS_CCW_STENCILFUNC] = WINED3DCMP_ALWAYS; |
| state->render_states[WINED3DRS_COLORWRITEENABLE1] = 0x0000000f; |
| state->render_states[WINED3DRS_COLORWRITEENABLE2] = 0x0000000f; |
| state->render_states[WINED3DRS_COLORWRITEENABLE3] = 0x0000000f; |
| state->render_states[WINED3DRS_BLENDFACTOR] = 0xFFFFFFFF; |
| state->render_states[WINED3DRS_SRGBWRITEENABLE] = 0; |
| state->render_states[WINED3DRS_DEPTHBIAS] = 0; |
| state->render_states[WINED3DRS_WRAP8] = 0; |
| state->render_states[WINED3DRS_WRAP9] = 0; |
| state->render_states[WINED3DRS_WRAP10] = 0; |
| state->render_states[WINED3DRS_WRAP11] = 0; |
| state->render_states[WINED3DRS_WRAP12] = 0; |
| state->render_states[WINED3DRS_WRAP13] = 0; |
| state->render_states[WINED3DRS_WRAP14] = 0; |
| state->render_states[WINED3DRS_WRAP15] = 0; |
| state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE] = FALSE; |
| state->render_states[WINED3DRS_SRCBLENDALPHA] = WINED3DBLEND_ONE; |
| state->render_states[WINED3DRS_DESTBLENDALPHA] = WINED3DBLEND_ZERO; |
| state->render_states[WINED3DRS_BLENDOPALPHA] = WINED3DBLENDOP_ADD; |
| |
| /* clipping status */ |
| state->clip_status.ClipUnion = 0; |
| state->clip_status.ClipIntersection = 0xFFFFFFFF; |
| |
| /* Texture Stage States - Put directly into state block, we will call function below */ |
| for (i = 0; i < MAX_TEXTURES; ++i) |
| { |
| TRACE("Setting up default texture states for texture Stage %u.\n", i); |
| memcpy(&state->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity)); |
| state->texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE; |
| state->texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE; |
| state->texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT; |
| state->texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1; |
| state->texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE; |
| state->texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT; |
| state->texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0; |
| state->texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0; |
| state->texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0; |
| state->texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0; |
| state->texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i; |
| state->texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0; |
| state->texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0; |
| state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE; |
| state->texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT; |
| state->texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT; |
| state->texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT; |
| } |
| state->lowest_disabled_stage = 1; |
| |
| /* Sampler states*/ |
| for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i) |
| { |
| TRACE("Setting up default samplers states for sampler %u.\n", i); |
| state->sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP; |
| state->sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP; |
| state->sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP; |
| state->sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0; |
| state->sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT; |
| state->sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT; |
| state->sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE; |
| state->sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0; |
| state->sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0; |
| state->sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1; |
| state->sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0; |
| /* TODO: Indicates which element of a multielement texture to use. */ |
| state->sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0; |
| /* TODO: Vertex offset in the presampled displacement map. */ |
| state->sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0; |
| } |
| |
| for (i = 0; i < gl_info->limits.textures; ++i) |
| { |
| state->textures[i] = NULL; |
| } |
| |
| /* check the return values, because the GetBackBuffer call isn't valid for ddraw */ |
| hr = IWineD3DDevice_GetSwapChain((IWineD3DDevice *)device, 0, &swapchain); |
| if (SUCCEEDED(hr) && swapchain) |
| { |
| hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| if (SUCCEEDED(hr) && backbuffer) |
| { |
| WINED3DSURFACE_DESC desc; |
| |
| IWineD3DSurface_GetDesc(backbuffer, &desc); |
| IWineD3DSurface_Release(backbuffer); |
| |
| /* Set the default scissor rect values */ |
| state->scissor_rect.left = 0; |
| state->scissor_rect.right = desc.width; |
| state->scissor_rect.top = 0; |
| state->scissor_rect.bottom = desc.height; |
| } |
| |
| /* Set the default viewport */ |
| state->viewport.X = 0; |
| state->viewport.Y = 0; |
| state->viewport.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth; |
| state->viewport.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight; |
| state->viewport.MinZ = 0.0f; |
| state->viewport.MaxZ = 1.0f; |
| |
| IWineD3DSwapChain_Release(swapchain); |
| } |
| |
| TRACE("Done.\n"); |
| } |
| |
| HRESULT stateblock_init(struct wined3d_stateblock *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) |
| { |
| unsigned int i; |
| HRESULT hr; |
| |
| stateblock->ref = 1; |
| stateblock->device = device; |
| stateblock->blockType = type; |
| |
| for (i = 0; i < LIGHTMAP_SIZE; i++) |
| { |
| list_init(&stateblock->state.light_map[i]); |
| } |
| |
| hr = stateblock_allocate_shader_constants(stateblock); |
| if (FAILED(hr)) return hr; |
| |
| /* The WINED3DSBT_INIT stateblock type is used during initialization to |
| * produce a placeholder stateblock so other functions called can update a |
| * state block. */ |
| if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK; |
| |
| TRACE("Updating changed flags appropriate for type %#x.\n", type); |
| |
| switch (type) |
| { |
| case WINED3DSBT_ALL: |
| stateblock_init_lights(stateblock, device->stateBlock->state.light_map); |
| stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF, |
| device->d3d_pshader_constantF); |
| break; |
| |
| case WINED3DSBT_PIXELSTATE: |
| stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF); |
| break; |
| |
| case WINED3DSBT_VERTEXSTATE: |
| stateblock_init_lights(stateblock, device->stateBlock->state.light_map); |
| stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF); |
| break; |
| |
| default: |
| FIXME("Unrecognized state block type %#x.\n", type); |
| break; |
| } |
| |
| stateblock_init_contained_states(stateblock); |
| wined3d_stateblock_capture(stateblock); |
| |
| return WINED3D_OK; |
| } |