1 | /*
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2 | * state block implementation
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3 | *
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4 | * Copyright 2002 Raphael Junqueira
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5 | * Copyright 2004 Jason Edmeades
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6 | * Copyright 2005 Oliver Stieber
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7 | * Copyright 2007 Stefan Dösinger for CodeWeavers
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8 | *
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9 | * This library is free software; you can redistribute it and/or
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10 | * modify it under the terms of the GNU Lesser General Public
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11 | * License as published by the Free Software Foundation; either
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12 | * version 2.1 of the License, or (at your option) any later version.
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13 | *
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14 | * This library is distributed in the hope that it will be useful,
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15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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17 | * Lesser General Public License for more details.
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18 | *
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19 | * You should have received a copy of the GNU Lesser General Public
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20 | * License along with this library; if not, write to the Free Software
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21 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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22 | */
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23 |
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24 | /*
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25 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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26 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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27 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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28 | * a choice of LGPL license versions is made available with the language indicating
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29 | * that LGPLv2 or any later version may be used, or where a choice of which version
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30 | * of the LGPL is applied is otherwise unspecified.
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31 | */
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32 |
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33 | #include "config.h"
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34 | #include "wined3d_private.h"
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35 |
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36 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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37 | #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
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38 |
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39 | /***************************************
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40 | * Stateblock helper functions follow
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41 | **************************************/
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42 |
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43 | /** Allocates the correct amount of space for pixel and vertex shader constants,
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44 | * along with their set/changed flags on the given stateblock object
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45 | */
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46 | HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
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47 |
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48 | IWineD3DStateBlockImpl *This = object;
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49 |
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50 | #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
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51 |
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52 | /* Allocate space for floating point constants */
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53 | object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
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54 | WINED3D_MEMCHECK(object->pixelShaderConstantF);
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55 | object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
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56 | WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
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57 | object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
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58 | WINED3D_MEMCHECK(object->vertexShaderConstantF);
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59 | object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
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60 | WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
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61 | object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
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62 | WINED3D_MEMCHECK(object->contained_vs_consts_f);
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63 | object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
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64 | WINED3D_MEMCHECK(object->contained_ps_consts_f);
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65 |
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66 | list_init(&object->set_vconstantsF);
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67 | list_init(&object->set_pconstantsF);
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68 |
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69 | #undef WINED3D_MEMCHECK
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70 |
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71 | return WINED3D_OK;
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72 | }
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73 |
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74 | /** Copy all members of one stateblock to another */
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75 | static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
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76 | {
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77 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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78 | unsigned bsize = sizeof(BOOL);
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79 |
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80 | /* Single values */
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81 | dest->indices = source->indices;
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82 | dest->material = source->material;
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83 | dest->fvf = source->fvf;
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84 | dest->viewport = source->viewport;
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85 | dest->vertexDecl = source->vertexDecl;
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86 | dest->pixelShader = source->pixelShader;
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87 | dest->vertexShader = source->vertexShader;
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88 | dest->scissorRect = dest->scissorRect;
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89 |
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90 | /* Fixed size arrays */
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91 | memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
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92 | memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
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93 | memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
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94 | memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
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95 | memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
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96 | memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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97 | memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
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98 | memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
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99 | dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
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100 | dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
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101 | dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
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102 | dest->vertexShaderConstantsI = source->vertexShaderConstantsI;
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103 |
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104 | /* Dynamically sized arrays */
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105 | memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
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106 | memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
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107 | }
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108 |
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109 | /** Set all members of a stateblock savedstate to the given value */
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110 | void stateblock_savedstates_set(
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111 | IWineD3DStateBlock* iface,
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112 | SAVEDSTATES* states,
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113 | BOOL value) {
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114 |
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115 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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116 | unsigned bsize = sizeof(BOOL);
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117 |
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118 | /* Single values */
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119 | states->indices = value;
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120 | states->material = value;
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121 | states->fvf = value;
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122 | states->viewport = value;
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123 | states->vertexDecl = value;
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124 | states->pixelShader = value;
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125 | states->vertexShader = value;
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126 | states->scissorRect = value;
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127 |
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128 | /* Fixed size arrays */
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129 | memset(states->streamSource, value, bsize * MAX_STREAMS);
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130 | memset(states->streamFreq, value, bsize * MAX_STREAMS);
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131 | memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
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132 | memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
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133 | memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
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134 | memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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135 | memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
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136 | memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
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137 | states->pixelShaderConstantsB = value ? 0xffff : 0;
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138 | states->pixelShaderConstantsI = value ? 0xffff : 0;
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139 | states->vertexShaderConstantsB = value ? 0xffff : 0;
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140 | states->vertexShaderConstantsI = value ? 0xffff : 0;
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141 |
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142 | /* Dynamically sized arrays */
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143 | memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
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144 | memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
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145 | }
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146 |
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147 | void stateblock_copy(
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148 | IWineD3DStateBlock* destination,
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149 | IWineD3DStateBlock* source) {
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150 | int l;
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151 |
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152 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
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153 | IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
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154 |
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155 | /* IUnknown fields */
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156 | Dest->lpVtbl = This->lpVtbl;
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157 | Dest->ref = This->ref;
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158 |
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159 | /* IWineD3DStateBlock information */
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160 | Dest->parent = This->parent;
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161 | Dest->wineD3DDevice = This->wineD3DDevice;
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162 | Dest->blockType = This->blockType;
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163 |
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164 | /* Saved states */
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165 | stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
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166 |
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167 | /* Single items */
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168 | Dest->fvf = This->fvf;
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169 | Dest->vertexDecl = This->vertexDecl;
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170 | Dest->vertexShader = This->vertexShader;
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171 | Dest->streamIsUP = This->streamIsUP;
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172 | Dest->pIndexData = This->pIndexData;
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173 | Dest->baseVertexIndex = This->baseVertexIndex;
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174 | /* Dest->lights = This->lights; */
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175 | Dest->clip_status = This->clip_status;
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176 | Dest->viewport = This->viewport;
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177 | Dest->material = This->material;
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178 | Dest->pixelShader = This->pixelShader;
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179 | Dest->scissorRect = This->scissorRect;
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180 |
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181 | /* Lights */
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182 | memset(This->activeLights, 0, sizeof(This->activeLights));
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183 | for(l = 0; l < LIGHTMAP_SIZE; l++) {
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184 | struct list *e1, *e2;
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185 | LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
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186 | PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
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187 | list_remove(&light->entry);
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188 | HeapFree(GetProcessHeap(), 0, light);
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189 | }
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190 |
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191 | LIST_FOR_EACH(e1, &This->lightMap[l]) {
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192 | PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
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193 | light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
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194 | *light2 = *light;
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195 | list_add_tail(&Dest->lightMap[l], &light2->entry);
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196 | if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
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197 | }
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198 | }
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199 |
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200 | /* Fixed size arrays */
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201 | memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
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202 | memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
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203 | memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
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204 | memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
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205 |
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206 | memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
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207 | memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
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208 | memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
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209 | memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
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210 | memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
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211 | memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
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212 | memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
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213 | memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
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214 | memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
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215 | memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
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216 | memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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217 | memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
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218 |
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219 | /* Dynamically sized arrays */
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220 | memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
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221 | memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
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222 | }
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223 |
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224 | /**********************************************************
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225 | * IWineD3DStateBlockImpl IUnknown parts follows
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226 | **********************************************************/
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227 | static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
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228 | {
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229 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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230 | TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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231 | if (IsEqualGUID(riid, &IID_IUnknown)
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232 | || IsEqualGUID(riid, &IID_IWineD3DBase)
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233 | || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
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234 | IUnknown_AddRef(iface);
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235 | *ppobj = This;
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236 | return S_OK;
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237 | }
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238 | *ppobj = NULL;
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239 | return E_NOINTERFACE;
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240 | }
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241 |
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242 | static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
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243 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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244 | ULONG refCount = InterlockedIncrement(&This->ref);
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245 |
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246 | TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
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247 | return refCount;
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248 | }
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249 |
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250 | static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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251 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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252 | ULONG refCount = InterlockedDecrement(&This->ref);
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253 |
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254 | TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
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255 |
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256 | if (!refCount) {
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257 | constants_entry *constant, *constant2;
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258 | int counter;
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259 |
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260 | /* type 0 represents the primary stateblock, so free all the resources */
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261 | if (This->blockType == WINED3DSBT_INIT) {
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262 | /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
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263 | for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
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264 | if (This->textures[counter]) {
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265 | /* release our 'internal' hold on the texture */
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266 | if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
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267 | TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
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268 | }
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269 | }
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270 | }
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271 | }
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272 |
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273 | for (counter = 0; counter < MAX_STREAMS; counter++) {
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274 | if(This->streamSource[counter]) {
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275 | if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
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276 | TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
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277 | }
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278 | }
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279 | }
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280 | if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
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281 | if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
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282 | if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
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283 |
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284 | for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
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285 | struct list *e1, *e2;
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286 | LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
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287 | PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
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288 | list_remove(&light->entry);
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289 | HeapFree(GetProcessHeap(), 0, light);
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290 | }
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291 | }
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292 |
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293 | HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
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294 | HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
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295 | HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
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296 | HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
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297 | HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
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298 | HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
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299 |
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300 | LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
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301 | HeapFree(GetProcessHeap(), 0, constant);
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302 | }
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303 |
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304 | LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
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305 | HeapFree(GetProcessHeap(), 0, constant);
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306 | }
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307 |
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308 | HeapFree(GetProcessHeap(), 0, This);
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309 | }
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310 | return refCount;
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311 | }
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312 |
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313 | /**********************************************************
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314 | * IWineD3DStateBlockImpl parts follows
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315 | **********************************************************/
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316 | static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
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317 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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318 | IUnknown_AddRef(This->parent);
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319 | *pParent = This->parent;
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320 | return WINED3D_OK;
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321 | }
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322 |
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323 | static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
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324 |
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325 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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326 |
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327 | *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
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328 | IWineD3DDevice_AddRef(*ppDevice);
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329 | return WINED3D_OK;
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330 |
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331 | }
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332 |
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333 | static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
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334 | UINT i;
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335 |
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336 | /* Lights... For a recorded state block, we just had a chain of actions to perform,
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337 | * so we need to walk that chain and update any actions which differ
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338 | */
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339 | for(i = 0; i < LIGHTMAP_SIZE; i++) {
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340 | struct list *e, *f;
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341 | LIST_FOR_EACH(e, &This->lightMap[i]) {
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342 | BOOL updated = FALSE;
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343 | PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
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344 | if(!src->changed || !src->enabledChanged) continue;
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345 |
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346 | /* Look up the light in the destination */
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347 | LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
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348 | realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
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349 | if(realLight->OriginalIndex == src->OriginalIndex) {
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350 | if(src->changed) {
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351 | src->OriginalParms = realLight->OriginalParms;
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352 | }
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353 | if(src->enabledChanged) {
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354 | /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
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355 | * or disabled -> enabled -> disabled changes
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356 | */
|
---|
357 | if(realLight->glIndex == -1 && src->glIndex != -1) {
|
---|
358 | /* Light disabled */
|
---|
359 | This->activeLights[src->glIndex] = NULL;
|
---|
360 | } else if(realLight->glIndex != -1 && src->glIndex == -1){
|
---|
361 | /* Light enabled */
|
---|
362 | This->activeLights[realLight->glIndex] = src;
|
---|
363 | }
|
---|
364 | src->glIndex = realLight->glIndex;
|
---|
365 | }
|
---|
366 | updated = TRUE;
|
---|
367 | break;
|
---|
368 | }
|
---|
369 | }
|
---|
370 |
|
---|
371 | if(updated) {
|
---|
372 | /* Found a light, all done, proceed with next hash entry */
|
---|
373 | continue;
|
---|
374 | } else if(src->changed) {
|
---|
375 | /* Otherwise assign defaul params */
|
---|
376 | src->OriginalParms = WINED3D_default_light;
|
---|
377 | } else {
|
---|
378 | /* Not enabled by default */
|
---|
379 | src->glIndex = -1;
|
---|
380 | }
|
---|
381 | }
|
---|
382 | }
|
---|
383 | }
|
---|
384 |
|
---|
385 | static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
|
---|
386 |
|
---|
387 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
---|
388 | IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
|
---|
389 | unsigned int i, j;
|
---|
390 |
|
---|
391 | TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
|
---|
392 |
|
---|
393 | /* If not recorded, then update can just recapture */
|
---|
394 | if (This->blockType == WINED3DSBT_RECORDED) {
|
---|
395 |
|
---|
396 | /* Recorded => Only update 'changed' values */
|
---|
397 | if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
|
---|
398 | TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
|
---|
399 |
|
---|
400 | if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
|
---|
401 | if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
|
---|
402 | This->vertexShader = targetStateBlock->vertexShader;
|
---|
403 | }
|
---|
404 |
|
---|
405 | /* Vertex Shader Float Constants */
|
---|
406 | for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
|
---|
407 | i = This->contained_vs_consts_f[j];
|
---|
408 | TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
|
---|
409 | targetStateBlock->vertexShaderConstantF[i * 4],
|
---|
410 | targetStateBlock->vertexShaderConstantF[i * 4 + 1],
|
---|
411 | targetStateBlock->vertexShaderConstantF[i * 4 + 2],
|
---|
412 | targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
|
---|
413 |
|
---|
414 | This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
|
---|
415 | This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
|
---|
416 | This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
|
---|
417 | This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
|
---|
418 | }
|
---|
419 |
|
---|
420 | /* Vertex Shader Integer Constants */
|
---|
421 | for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
|
---|
422 | i = This->contained_vs_consts_i[j];
|
---|
423 | TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
|
---|
424 | targetStateBlock->vertexShaderConstantI[i * 4],
|
---|
425 | targetStateBlock->vertexShaderConstantI[i * 4 + 1],
|
---|
426 | targetStateBlock->vertexShaderConstantI[i * 4 + 2],
|
---|
427 | targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
|
---|
428 |
|
---|
429 | This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
|
---|
430 | This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
|
---|
431 | This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
|
---|
432 | This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
|
---|
433 | }
|
---|
434 |
|
---|
435 | /* Vertex Shader Boolean Constants */
|
---|
436 | for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
|
---|
437 | i = This->contained_vs_consts_b[j];
|
---|
438 | TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
|
---|
439 | targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
|
---|
440 |
|
---|
441 | This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
|
---|
442 | }
|
---|
443 |
|
---|
444 | /* Pixel Shader Float Constants */
|
---|
445 | for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
|
---|
446 | i = This->contained_ps_consts_f[j];
|
---|
447 | TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
|
---|
448 | targetStateBlock->pixelShaderConstantF[i * 4],
|
---|
449 | targetStateBlock->pixelShaderConstantF[i * 4 + 1],
|
---|
450 | targetStateBlock->pixelShaderConstantF[i * 4 + 2],
|
---|
451 | targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
|
---|
452 |
|
---|
453 | This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
|
---|
454 | This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
|
---|
455 | This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
|
---|
456 | This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
|
---|
457 | }
|
---|
458 |
|
---|
459 | /* Pixel Shader Integer Constants */
|
---|
460 | for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
|
---|
461 | i = This->contained_ps_consts_i[j];
|
---|
462 | TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
|
---|
463 | targetStateBlock->pixelShaderConstantI[i * 4],
|
---|
464 | targetStateBlock->pixelShaderConstantI[i * 4 + 1],
|
---|
465 | targetStateBlock->pixelShaderConstantI[i * 4 + 2],
|
---|
466 | targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
|
---|
467 |
|
---|
468 | This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
|
---|
469 | This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
|
---|
470 | This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
|
---|
471 | This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
|
---|
472 | }
|
---|
473 |
|
---|
474 | /* Pixel Shader Boolean Constants */
|
---|
475 | for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
|
---|
476 | i = This->contained_ps_consts_b[j];
|
---|
477 | TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
|
---|
478 | targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
|
---|
479 |
|
---|
480 | This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
|
---|
481 | }
|
---|
482 |
|
---|
483 | /* Others + Render & Texture */
|
---|
484 | for (i = 0; i < This->num_contained_transform_states; i++) {
|
---|
485 | TRACE("Updating transform %d\n", i);
|
---|
486 | This->transforms[This->contained_transform_states[i]] =
|
---|
487 | targetStateBlock->transforms[This->contained_transform_states[i]];
|
---|
488 | }
|
---|
489 |
|
---|
490 | if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
|
---|
491 | || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
|
---|
492 | TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
|
---|
493 | targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
|
---|
494 | if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
|
---|
495 | if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
|
---|
496 | This->pIndexData = targetStateBlock->pIndexData;
|
---|
497 | This->baseVertexIndex = targetStateBlock->baseVertexIndex;
|
---|
498 | }
|
---|
499 |
|
---|
500 | if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
|
---|
501 | TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
|
---|
502 |
|
---|
503 | This->vertexDecl = targetStateBlock->vertexDecl;
|
---|
504 | }
|
---|
505 |
|
---|
506 | if(This->changed.fvf && This->fvf != targetStateBlock->fvf){
|
---|
507 | This->fvf = targetStateBlock->fvf;
|
---|
508 | }
|
---|
509 |
|
---|
510 | if (This->changed.material && memcmp(&targetStateBlock->material,
|
---|
511 | &This->material,
|
---|
512 | sizeof(WINED3DMATERIAL)) != 0) {
|
---|
513 | TRACE("Updating material\n");
|
---|
514 | This->material = targetStateBlock->material;
|
---|
515 | }
|
---|
516 |
|
---|
517 | if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
|
---|
518 | &This->viewport,
|
---|
519 | sizeof(WINED3DVIEWPORT)) != 0) {
|
---|
520 | TRACE("Updating viewport\n");
|
---|
521 | This->viewport = targetStateBlock->viewport;
|
---|
522 | }
|
---|
523 |
|
---|
524 | if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
|
---|
525 | &This->scissorRect,
|
---|
526 | sizeof(targetStateBlock->scissorRect)))
|
---|
527 | {
|
---|
528 | TRACE("Updating scissor rect\n");
|
---|
529 | targetStateBlock->scissorRect = This->scissorRect;
|
---|
530 | }
|
---|
531 |
|
---|
532 | for (i = 0; i < MAX_STREAMS; i++) {
|
---|
533 | if (This->changed.streamSource[i] &&
|
---|
534 | ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
|
---|
535 | (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
|
---|
536 | TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
|
---|
537 | targetStateBlock->streamStride[i]);
|
---|
538 | This->streamStride[i] = targetStateBlock->streamStride[i];
|
---|
539 | if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
|
---|
540 | if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
|
---|
541 | This->streamSource[i] = targetStateBlock->streamSource[i];
|
---|
542 | }
|
---|
543 |
|
---|
544 | if (This->changed.streamFreq[i] &&
|
---|
545 | (This->streamFreq[i] != targetStateBlock->streamFreq[i]
|
---|
546 | || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
|
---|
547 | TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
|
---|
548 | targetStateBlock->streamFlags[i]);
|
---|
549 | This->streamFreq[i] = targetStateBlock->streamFreq[i];
|
---|
550 | This->streamFlags[i] = targetStateBlock->streamFlags[i];
|
---|
551 | }
|
---|
552 | }
|
---|
553 |
|
---|
554 | for (i = 0; i < GL_LIMITS(clipplanes); i++) {
|
---|
555 | if (This->changed.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
|
---|
556 | &This->clipplane[i],
|
---|
557 | sizeof(This->clipplane)) != 0) {
|
---|
558 |
|
---|
559 | TRACE("Updating clipplane %d\n", i);
|
---|
560 | memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
|
---|
561 | sizeof(This->clipplane));
|
---|
562 | }
|
---|
563 | }
|
---|
564 |
|
---|
565 | /* Render */
|
---|
566 | for (i = 0; i < This->num_contained_render_states; i++) {
|
---|
567 | TRACE("Updating renderState %d to %d\n",
|
---|
568 | This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
|
---|
569 | This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
|
---|
570 | }
|
---|
571 |
|
---|
572 | /* Texture states */
|
---|
573 | for (j = 0; j < This->num_contained_tss_states; j++) {
|
---|
574 | DWORD stage = This->contained_tss_states[j].stage;
|
---|
575 | DWORD state = This->contained_tss_states[j].state;
|
---|
576 |
|
---|
577 | TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
|
---|
578 | targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
|
---|
579 | This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
|
---|
580 | }
|
---|
581 |
|
---|
582 | /* Samplers */
|
---|
583 | /* TODO: move over to using memcpy */
|
---|
584 | for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
|
---|
585 | if (This->changed.textures[j]) {
|
---|
586 | TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
|
---|
587 | This->textures[j] = targetStateBlock->textures[j];
|
---|
588 | }
|
---|
589 | }
|
---|
590 |
|
---|
591 | for (j = 0; j < This->num_contained_sampler_states; j++) {
|
---|
592 | DWORD stage = This->contained_sampler_states[j].stage;
|
---|
593 | DWORD state = This->contained_sampler_states[j].state;
|
---|
594 | TRACE("Updating sampler state %d,%d to %d (was %d)\n",
|
---|
595 | stage, state, targetStateBlock->samplerState[stage][state],
|
---|
596 | This->samplerState[stage][state]);
|
---|
597 | This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
|
---|
598 | }
|
---|
599 | if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
|
---|
600 | if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
|
---|
601 | if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
|
---|
602 | This->pixelShader = targetStateBlock->pixelShader;
|
---|
603 | }
|
---|
604 |
|
---|
605 | record_lights(This, targetStateBlock);
|
---|
606 | } else if(This->blockType == WINED3DSBT_ALL) {
|
---|
607 | This->vertexDecl = targetStateBlock->vertexDecl;
|
---|
608 | memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
|
---|
609 | memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
|
---|
610 | memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
|
---|
611 | memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
|
---|
612 | memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
|
---|
613 | memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
|
---|
614 | memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
|
---|
615 | This->baseVertexIndex = targetStateBlock->baseVertexIndex;
|
---|
616 | memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
|
---|
617 | record_lights(This, targetStateBlock);
|
---|
618 | memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
|
---|
619 | This->clip_status = targetStateBlock->clip_status;
|
---|
620 | This->viewport = targetStateBlock->viewport;
|
---|
621 | This->material = targetStateBlock->material;
|
---|
622 | memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
|
---|
623 | memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
|
---|
624 | memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
|
---|
625 | memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
|
---|
626 | memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
|
---|
627 | memcpy(This->textureDimensions, targetStateBlock->textureDimensions, sizeof(This->textureDimensions));
|
---|
628 | memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
|
---|
629 | memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
|
---|
630 | This->scissorRect = targetStateBlock->scissorRect;
|
---|
631 |
|
---|
632 | if(targetStateBlock->pIndexData != This->pIndexData) {
|
---|
633 | if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
|
---|
634 | if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
|
---|
635 | This->pIndexData = targetStateBlock->pIndexData;
|
---|
636 | }
|
---|
637 | for(i = 0; i < MAX_STREAMS; i++) {
|
---|
638 | if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
|
---|
639 | if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
|
---|
640 | if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
|
---|
641 | This->streamSource[i] = targetStateBlock->streamSource[i];
|
---|
642 | }
|
---|
643 | }
|
---|
644 | if(This->vertexShader != targetStateBlock->vertexShader) {
|
---|
645 | if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
|
---|
646 | if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
|
---|
647 | This->vertexShader = targetStateBlock->vertexShader;
|
---|
648 | }
|
---|
649 | if(This->pixelShader != targetStateBlock->pixelShader) {
|
---|
650 | if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
|
---|
651 | if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
|
---|
652 | This->pixelShader = targetStateBlock->pixelShader;
|
---|
653 | }
|
---|
654 | } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
|
---|
655 | memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
|
---|
656 | memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
|
---|
657 | memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
|
---|
658 | record_lights(This, targetStateBlock);
|
---|
659 | for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
|
---|
660 | This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
|
---|
661 | }
|
---|
662 | for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
|
---|
663 | for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
|
---|
664 | This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
|
---|
665 | }
|
---|
666 | }
|
---|
667 | for (j = 0; j < MAX_TEXTURES; j++) {
|
---|
668 | for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
|
---|
669 | This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
|
---|
670 | }
|
---|
671 | }
|
---|
672 | for(i = 0; i < MAX_STREAMS; i++) {
|
---|
673 | if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
|
---|
674 | if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
|
---|
675 | if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
|
---|
676 | This->streamSource[i] = targetStateBlock->streamSource[i];
|
---|
677 | }
|
---|
678 | }
|
---|
679 | if(This->vertexShader != targetStateBlock->vertexShader) {
|
---|
680 | if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
|
---|
681 | if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
|
---|
682 | This->vertexShader = targetStateBlock->vertexShader;
|
---|
683 | }
|
---|
684 | } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
|
---|
685 | memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
|
---|
686 | memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
|
---|
687 | memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
|
---|
688 | for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
|
---|
689 | This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
|
---|
690 | }
|
---|
691 | for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
|
---|
692 | for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
|
---|
693 | This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
|
---|
694 | }
|
---|
695 | }
|
---|
696 | for (j = 0; j < MAX_TEXTURES; j++) {
|
---|
697 | for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
|
---|
698 | This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
|
---|
699 | }
|
---|
700 | }
|
---|
701 | if(This->pixelShader != targetStateBlock->pixelShader) {
|
---|
702 | if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
|
---|
703 | if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
|
---|
704 | This->pixelShader = targetStateBlock->pixelShader;
|
---|
705 | }
|
---|
706 | }
|
---|
707 |
|
---|
708 | TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
|
---|
709 |
|
---|
710 | return WINED3D_OK;
|
---|
711 | }
|
---|
712 |
|
---|
713 | static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
|
---|
714 | UINT i;
|
---|
715 | for(i = 0; i < LIGHTMAP_SIZE; i++) {
|
---|
716 | struct list *e;
|
---|
717 |
|
---|
718 | LIST_FOR_EACH(e, &This->lightMap[i]) {
|
---|
719 | const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
---|
720 |
|
---|
721 | if(light->changed) {
|
---|
722 | IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
|
---|
723 | }
|
---|
724 | if(light->enabledChanged) {
|
---|
725 | IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
|
---|
726 | }
|
---|
727 | }
|
---|
728 | }
|
---|
729 | }
|
---|
730 |
|
---|
731 | static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
|
---|
732 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
---|
733 | IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
|
---|
734 |
|
---|
735 | /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
|
---|
736 | should really perform a delta so that only the changes get updated*/
|
---|
737 |
|
---|
738 | UINT i;
|
---|
739 | UINT j;
|
---|
740 |
|
---|
741 | TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
|
---|
742 |
|
---|
743 | TRACE("Blocktype: %d\n", This->blockType);
|
---|
744 |
|
---|
745 | if(This->blockType == WINED3DSBT_RECORDED) {
|
---|
746 | if (This->changed.vertexShader) {
|
---|
747 | IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
|
---|
748 | }
|
---|
749 | /* Vertex Shader Constants */
|
---|
750 | for (i = 0; i < This->num_contained_vs_consts_f; i++) {
|
---|
751 | IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
|
---|
752 | This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
|
---|
753 | }
|
---|
754 | for (i = 0; i < This->num_contained_vs_consts_i; i++) {
|
---|
755 | IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
|
---|
756 | This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
|
---|
757 | }
|
---|
758 | for (i = 0; i < This->num_contained_vs_consts_b; i++) {
|
---|
759 | IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
|
---|
760 | This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
|
---|
761 | }
|
---|
762 |
|
---|
763 | apply_lights(pDevice, This);
|
---|
764 |
|
---|
765 | if (This->changed.pixelShader) {
|
---|
766 | IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
|
---|
767 | }
|
---|
768 | /* Pixel Shader Constants */
|
---|
769 | for (i = 0; i < This->num_contained_ps_consts_f; i++) {
|
---|
770 | IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
|
---|
771 | This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
|
---|
772 | }
|
---|
773 | for (i = 0; i < This->num_contained_ps_consts_i; i++) {
|
---|
774 | IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
|
---|
775 | This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
|
---|
776 | }
|
---|
777 | for (i = 0; i < This->num_contained_ps_consts_b; i++) {
|
---|
778 | IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
|
---|
779 | This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
|
---|
780 | }
|
---|
781 |
|
---|
782 | /* Render */
|
---|
783 | for (i = 0; i <= This->num_contained_render_states; i++) {
|
---|
784 | IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
|
---|
785 | This->renderState[This->contained_render_states[i]]);
|
---|
786 | }
|
---|
787 | /* Texture states */
|
---|
788 | for (i = 0; i < This->num_contained_tss_states; i++) {
|
---|
789 | DWORD stage = This->contained_tss_states[i].stage;
|
---|
790 | DWORD state = This->contained_tss_states[i].state;
|
---|
791 | ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
|
---|
792 | ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
|
---|
793 | /* TODO: Record a display list to apply all gl states. For now apply by brute force */
|
---|
794 | IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
|
---|
795 | }
|
---|
796 | /* Sampler states */
|
---|
797 | for (i = 0; i < This->num_contained_sampler_states; i++) {
|
---|
798 | DWORD stage = This->contained_sampler_states[i].stage;
|
---|
799 | DWORD state = This->contained_sampler_states[i].state;
|
---|
800 | ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
|
---|
801 | ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
|
---|
802 | IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
|
---|
803 | }
|
---|
804 |
|
---|
805 | for (i = 0; i < This->num_contained_transform_states; i++) {
|
---|
806 | IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
|
---|
807 | &This->transforms[This->contained_transform_states[i]]);
|
---|
808 | }
|
---|
809 |
|
---|
810 | if (This->changed.indices) {
|
---|
811 | IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
|
---|
812 | IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
|
---|
813 | }
|
---|
814 |
|
---|
815 | if (This->changed.fvf) {
|
---|
816 | IWineD3DDevice_SetFVF(pDevice, This->fvf);
|
---|
817 | }
|
---|
818 |
|
---|
819 | if (This->changed.vertexDecl) {
|
---|
820 | IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
|
---|
821 | }
|
---|
822 |
|
---|
823 | if (This->changed.material ) {
|
---|
824 | IWineD3DDevice_SetMaterial(pDevice, &This->material);
|
---|
825 | }
|
---|
826 |
|
---|
827 | if (This->changed.viewport) {
|
---|
828 | IWineD3DDevice_SetViewport(pDevice, &This->viewport);
|
---|
829 | }
|
---|
830 |
|
---|
831 | if (This->changed.scissorRect) {
|
---|
832 | IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
|
---|
833 | }
|
---|
834 |
|
---|
835 | /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
|
---|
836 | for (i=0; i<MAX_STREAMS; i++) {
|
---|
837 | if (This->changed.streamSource[i])
|
---|
838 | IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
|
---|
839 |
|
---|
840 | if (This->changed.streamFreq[i])
|
---|
841 | IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
|
---|
842 | }
|
---|
843 | for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
|
---|
844 | if (This->changed.textures[j]) {
|
---|
845 | if (j < MAX_FRAGMENT_SAMPLERS) {
|
---|
846 | IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
|
---|
847 | } else {
|
---|
848 | IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
|
---|
849 | }
|
---|
850 | }
|
---|
851 | }
|
---|
852 |
|
---|
853 | for (i = 0; i < GL_LIMITS(clipplanes); i++) {
|
---|
854 | if (This->changed.clipplane[i]) {
|
---|
855 | float clip[4];
|
---|
856 |
|
---|
857 | clip[0] = This->clipplane[i][0];
|
---|
858 | clip[1] = This->clipplane[i][1];
|
---|
859 | clip[2] = This->clipplane[i][2];
|
---|
860 | clip[3] = This->clipplane[i][3];
|
---|
861 | IWineD3DDevice_SetClipPlane(pDevice, i, clip);
|
---|
862 | }
|
---|
863 | }
|
---|
864 |
|
---|
865 | } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
|
---|
866 | IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
|
---|
867 | for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
|
---|
868 | IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
|
---|
869 | This->vertexShaderConstantF + i * 4, 1);
|
---|
870 | }
|
---|
871 | for (i = 0; i < MAX_CONST_I; i++) {
|
---|
872 | IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
|
---|
873 | This->vertexShaderConstantI + i * 4, 1);
|
---|
874 | }
|
---|
875 | for (i = 0; i < MAX_CONST_B; i++) {
|
---|
876 | IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
|
---|
877 | This->vertexShaderConstantB + i, 1);
|
---|
878 | }
|
---|
879 |
|
---|
880 | apply_lights(pDevice, This);
|
---|
881 |
|
---|
882 | for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
|
---|
883 | IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
|
---|
884 | }
|
---|
885 | for(j = 0; j < MAX_TEXTURES; j++) {
|
---|
886 | for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
|
---|
887 | IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
|
---|
888 | This->textureState[j][SavedVertexStates_T[i]]);
|
---|
889 | }
|
---|
890 | }
|
---|
891 |
|
---|
892 | for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
|
---|
893 | for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
|
---|
894 | IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
|
---|
895 | This->samplerState[j][SavedVertexStates_S[i]]);
|
---|
896 | }
|
---|
897 | }
|
---|
898 | for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
|
---|
899 | for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
|
---|
900 | IWineD3DDevice_SetSamplerState(pDevice,
|
---|
901 | WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
|
---|
902 | SavedVertexStates_S[i],
|
---|
903 | This->samplerState[j][SavedVertexStates_S[i]]);
|
---|
904 | }
|
---|
905 | }
|
---|
906 | } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
|
---|
907 | IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
|
---|
908 | for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
|
---|
909 | IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
|
---|
910 | This->pixelShaderConstantF + i * 4, 1);
|
---|
911 | }
|
---|
912 | for (i = 0; i < MAX_CONST_I; i++) {
|
---|
913 | IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
|
---|
914 | This->pixelShaderConstantI + i * 4, 1);
|
---|
915 | }
|
---|
916 | for (i = 0; i < MAX_CONST_B; i++) {
|
---|
917 | IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
|
---|
918 | This->pixelShaderConstantB + i, 1);
|
---|
919 | }
|
---|
920 |
|
---|
921 | for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
|
---|
922 | IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
|
---|
923 | }
|
---|
924 | for(j = 0; j < MAX_TEXTURES; j++) {
|
---|
925 | for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
|
---|
926 | IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
|
---|
927 | This->textureState[j][SavedPixelStates_T[i]]);
|
---|
928 | }
|
---|
929 | }
|
---|
930 |
|
---|
931 | for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
|
---|
932 | for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
|
---|
933 | IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
|
---|
934 | This->samplerState[j][SavedPixelStates_S[i]]);
|
---|
935 | }
|
---|
936 | }
|
---|
937 | for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
|
---|
938 | for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
|
---|
939 | IWineD3DDevice_SetSamplerState(pDevice,
|
---|
940 | WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
|
---|
941 | SavedPixelStates_S[i],
|
---|
942 | This->samplerState[j][SavedPixelStates_S[i]]);
|
---|
943 | }
|
---|
944 | }
|
---|
945 | } else if(This->blockType == WINED3DSBT_ALL) {
|
---|
946 | IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
|
---|
947 | for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
|
---|
948 | IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
|
---|
949 | This->vertexShaderConstantF + i * 4, 1);
|
---|
950 | }
|
---|
951 | for (i = 0; i < MAX_CONST_I; i++) {
|
---|
952 | IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
|
---|
953 | This->vertexShaderConstantI + i * 4, 1);
|
---|
954 | }
|
---|
955 | for (i = 0; i < MAX_CONST_B; i++) {
|
---|
956 | IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
|
---|
957 | This->vertexShaderConstantB + i, 1);
|
---|
958 | }
|
---|
959 |
|
---|
960 | IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
|
---|
961 | for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
|
---|
962 | IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
|
---|
963 | This->pixelShaderConstantF + i * 4, 1);
|
---|
964 | }
|
---|
965 | for (i = 0; i < MAX_CONST_I; i++) {
|
---|
966 | IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
|
---|
967 | This->pixelShaderConstantI + i * 4, 1);
|
---|
968 | }
|
---|
969 | for (i = 0; i < MAX_CONST_B; i++) {
|
---|
970 | IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
|
---|
971 | This->pixelShaderConstantB + i, 1);
|
---|
972 | }
|
---|
973 |
|
---|
974 | apply_lights(pDevice, This);
|
---|
975 |
|
---|
976 | for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
|
---|
977 | IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
|
---|
978 | }
|
---|
979 | for(j = 0; j < MAX_TEXTURES; j++) {
|
---|
980 | for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
|
---|
981 | IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
|
---|
982 | }
|
---|
983 | }
|
---|
984 |
|
---|
985 | /* Skip unused values between TEXTURE8 and WORLD0 ? */
|
---|
986 | for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
|
---|
987 | IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
|
---|
988 | }
|
---|
989 | IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
|
---|
990 | IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
|
---|
991 | IWineD3DDevice_SetFVF(pDevice, This->fvf);
|
---|
992 | IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
|
---|
993 | IWineD3DDevice_SetMaterial(pDevice, &This->material);
|
---|
994 | IWineD3DDevice_SetViewport(pDevice, &This->viewport);
|
---|
995 | IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
|
---|
996 |
|
---|
997 | /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
|
---|
998 | for (i=0; i<MAX_STREAMS; i++) {
|
---|
999 | IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
|
---|
1000 | IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
|
---|
1001 | }
|
---|
1002 | for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
|
---|
1003 | UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
|
---|
1004 |
|
---|
1005 | IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
|
---|
1006 | for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
|
---|
1007 | IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
|
---|
1008 | }
|
---|
1009 | }
|
---|
1010 | for (i = 0; i < GL_LIMITS(clipplanes); i++) {
|
---|
1011 | float clip[4];
|
---|
1012 |
|
---|
1013 | clip[0] = This->clipplane[i][0];
|
---|
1014 | clip[1] = This->clipplane[i][1];
|
---|
1015 | clip[2] = This->clipplane[i][2];
|
---|
1016 | clip[3] = This->clipplane[i][3];
|
---|
1017 | IWineD3DDevice_SetClipPlane(pDevice, i, clip);
|
---|
1018 | }
|
---|
1019 | }
|
---|
1020 |
|
---|
1021 | ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
|
---|
1022 | for(j = 0; j < MAX_TEXTURES - 1; j++) {
|
---|
1023 | if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
|
---|
1024 | ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
|
---|
1025 | break;
|
---|
1026 | }
|
---|
1027 | }
|
---|
1028 | TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
|
---|
1029 |
|
---|
1030 | return WINED3D_OK;
|
---|
1031 | }
|
---|
1032 |
|
---|
1033 | static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
|
---|
1034 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
---|
1035 | IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
|
---|
1036 | IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
|
---|
1037 | union {
|
---|
1038 | WINED3DLINEPATTERN lp;
|
---|
1039 | DWORD d;
|
---|
1040 | } lp;
|
---|
1041 | union {
|
---|
1042 | float f;
|
---|
1043 | DWORD d;
|
---|
1044 | } tmpfloat;
|
---|
1045 | unsigned int i;
|
---|
1046 | IWineD3DSwapChain *swapchain;
|
---|
1047 | IWineD3DSurface *backbuffer;
|
---|
1048 | WINED3DSURFACE_DESC desc = {0};
|
---|
1049 | UINT width, height;
|
---|
1050 | RECT scissorrect;
|
---|
1051 | HRESULT hr;
|
---|
1052 |
|
---|
1053 | /* Note this may have a large overhead but it should only be executed
|
---|
1054 | once, in order to initialize the complete state of the device and
|
---|
1055 | all opengl equivalents */
|
---|
1056 | TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
|
---|
1057 | /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
|
---|
1058 | This->blockType = WINED3DSBT_INIT;
|
---|
1059 |
|
---|
1060 | /* Set some of the defaults for lights, transforms etc */
|
---|
1061 | memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
|
---|
1062 | memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
|
---|
1063 | for (i = 0; i < 256; ++i) {
|
---|
1064 | memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
|
---|
1065 | }
|
---|
1066 |
|
---|
1067 | TRACE("Render states\n");
|
---|
1068 | /* Render states: */
|
---|
1069 | if (ThisDevice->auto_depth_stencil_buffer != NULL) {
|
---|
1070 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
|
---|
1071 | } else {
|
---|
1072 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
|
---|
1073 | }
|
---|
1074 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
|
---|
1075 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
|
---|
1076 | lp.lp.wRepeatFactor = 0;
|
---|
1077 | lp.lp.wLinePattern = 0;
|
---|
1078 | IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
|
---|
1079 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
|
---|
1080 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
|
---|
1081 | IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
|
---|
1082 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
|
---|
1083 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
|
---|
1084 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
|
---|
1085 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
|
---|
1086 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
|
---|
1087 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
|
---|
1088 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
|
---|
1089 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
|
---|
1090 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
|
---|
1091 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
|
---|
1092 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
|
---|
1093 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
|
---|
1094 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
|
---|
1095 | tmpfloat.f = 0.0f;
|
---|
1096 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
|
---|
1097 | tmpfloat.f = 1.0f;
|
---|
1098 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
|
---|
1099 | tmpfloat.f = 1.0f;
|
---|
1100 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
|
---|
1101 | IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
|
---|
1102 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
|
---|
1103 | IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
|
---|
1104 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
|
---|
1105 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
|
---|
1106 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
|
---|
1107 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
|
---|
1108 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
|
---|
1109 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
|
---|
1110 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
|
---|
1111 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
|
---|
1112 | IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
|
---|
1113 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
|
---|
1114 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
|
---|
1115 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
|
---|
1116 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
|
---|
1117 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
|
---|
1118 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
|
---|
1119 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
|
---|
1120 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
|
---|
1121 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
|
---|
1122 | IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
|
---|
1123 | IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
|
---|
1124 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
|
---|
1125 | IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
|
---|
1126 | IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
|
---|
1127 | IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
|
---|
1128 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
|
---|
1129 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
|
---|
1130 | IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
|
---|
1131 | IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
|
---|
1132 | IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
|
---|
1133 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
|
---|
1134 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
|
---|
1135 | tmpfloat.f = 1.0f;
|
---|
1136 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
|
---|
1137 | tmpfloat.f = 1.0f;
|
---|
1138 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
|
---|
1139 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
|
---|
1140 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
|
---|
1141 | tmpfloat.f = 1.0f;
|
---|
1142 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
|
---|
1143 | tmpfloat.f = 0.0f;
|
---|
1144 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
|
---|
1145 | tmpfloat.f = 0.0f;
|
---|
1146 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
|
---|
1147 | IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
|
---|
1148 | IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
|
---|
1149 | IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
|
---|
1150 | tmpfloat.f = 1.0f;
|
---|
1151 | IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
|
---|
1152 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
|
---|
1153 | tmpfloat.f = 64.0f;
|
---|
1154 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
|
---|
1155 | IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
|
---|
1156 | IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
|
---|
1157 | tmpfloat.f = 0.0f;
|
---|
1158 | IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
|
---|
1159 | IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
|
---|
1160 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
|
---|
1161 | IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
|
---|
1162 | /* states new in d3d9 */
|
---|
1163 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
|
---|
1164 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
|
---|
1165 | tmpfloat.f = 1.0f;
|
---|
1166 | IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
|
---|
1167 | IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
|
---|
1168 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
|
---|
1169 | tmpfloat.f = 0.0f;
|
---|
1170 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
|
---|
1171 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
|
---|
1172 | tmpfloat.f = 1.0f;
|
---|
1173 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
|
---|
1174 | tmpfloat.f = 0.0f;
|
---|
1175 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
|
---|
1176 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
|
---|
1177 | IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
|
---|
1178 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
|
---|
1179 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
|
---|
1180 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
|
---|
1181 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
|
---|
1182 | IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
|
---|
1183 | IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
|
---|
1184 | IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
|
---|
1185 | IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
|
---|
1186 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
|
---|
1187 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
|
---|
1188 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
|
---|
1189 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
|
---|
1190 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
|
---|
1191 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
|
---|
1192 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
|
---|
1193 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
|
---|
1194 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
|
---|
1195 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
|
---|
1196 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
|
---|
1197 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
|
---|
1198 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
|
---|
1199 | IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
|
---|
1200 |
|
---|
1201 | /* clipping status */
|
---|
1202 | This->clip_status.ClipUnion = 0;
|
---|
1203 | This->clip_status.ClipIntersection = 0xFFFFFFFF;
|
---|
1204 |
|
---|
1205 | /* Texture Stage States - Put directly into state block, we will call function below */
|
---|
1206 | for (i = 0; i < MAX_TEXTURES; i++) {
|
---|
1207 | TRACE("Setting up default texture states for texture Stage %d\n", i);
|
---|
1208 | memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
|
---|
1209 | This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
|
---|
1210 | This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
|
---|
1211 | This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
|
---|
1212 | This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
|
---|
1213 | This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
|
---|
1214 | This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
|
---|
1215 | This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
|
---|
1216 | This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
|
---|
1217 | This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
|
---|
1218 | This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
|
---|
1219 | This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
|
---|
1220 | This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
|
---|
1221 | This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
|
---|
1222 | This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
|
---|
1223 | This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
|
---|
1224 | This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
|
---|
1225 | This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
|
---|
1226 | This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
|
---|
1227 | }
|
---|
1228 | This->lowest_disabled_stage = 1;
|
---|
1229 |
|
---|
1230 | /* Sampler states*/
|
---|
1231 | for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
|
---|
1232 | TRACE("Setting up default samplers states for sampler %d\n", i);
|
---|
1233 | This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
|
---|
1234 | This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
|
---|
1235 | This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
|
---|
1236 | This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
|
---|
1237 | This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
|
---|
1238 | This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
|
---|
1239 | This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
|
---|
1240 | This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
|
---|
1241 | This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
|
---|
1242 | This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
|
---|
1243 | This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
|
---|
1244 | This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
|
---|
1245 | This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
|
---|
1246 | }
|
---|
1247 |
|
---|
1248 | for(i = 0; i < GL_LIMITS(textures); i++) {
|
---|
1249 | /* Note: This avoids calling SetTexture, so pretend it has been called */
|
---|
1250 | This->changed.textures[i] = TRUE;
|
---|
1251 | This->textures[i] = NULL;
|
---|
1252 | }
|
---|
1253 |
|
---|
1254 | /* Set the default scissor rect values */
|
---|
1255 | desc.Width = &width;
|
---|
1256 | desc.Height = &height;
|
---|
1257 |
|
---|
1258 | /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
|
---|
1259 | hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
|
---|
1260 | if( hr == WINED3D_OK && swapchain != NULL) {
|
---|
1261 | hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
|
---|
1262 | if( hr == WINED3D_OK && backbuffer != NULL) {
|
---|
1263 | IWineD3DSurface_GetDesc(backbuffer, &desc);
|
---|
1264 | IWineD3DSurface_Release(backbuffer);
|
---|
1265 |
|
---|
1266 | scissorrect.left = 0;
|
---|
1267 | scissorrect.right = width;
|
---|
1268 | scissorrect.top = 0;
|
---|
1269 | scissorrect.bottom = height;
|
---|
1270 | hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
|
---|
1271 | if( hr != WINED3D_OK ) {
|
---|
1272 | ERR("This should never happen, expect rendering issues!\n");
|
---|
1273 | }
|
---|
1274 | }
|
---|
1275 | IWineD3DSwapChain_Release(swapchain);
|
---|
1276 | }
|
---|
1277 |
|
---|
1278 | TRACE("-----------------------> Device defaults now set up...\n");
|
---|
1279 | return WINED3D_OK;
|
---|
1280 | }
|
---|
1281 |
|
---|
1282 | /**********************************************************
|
---|
1283 | * IWineD3DStateBlock VTbl follows
|
---|
1284 | **********************************************************/
|
---|
1285 |
|
---|
1286 | const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
|
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1287 | {
|
---|
1288 | /* IUnknown */
|
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1289 | IWineD3DStateBlockImpl_QueryInterface,
|
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1290 | IWineD3DStateBlockImpl_AddRef,
|
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1291 | IWineD3DStateBlockImpl_Release,
|
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1292 | /* IWineD3DStateBlock */
|
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1293 | IWineD3DStateBlockImpl_GetParent,
|
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1294 | IWineD3DStateBlockImpl_GetDevice,
|
---|
1295 | IWineD3DStateBlockImpl_Capture,
|
---|
1296 | IWineD3DStateBlockImpl_Apply,
|
---|
1297 | IWineD3DStateBlockImpl_InitStartupStateBlock
|
---|
1298 | };
|
---|