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 | * Copyright 2009 Henri Verbeet for CodeWeavers
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9 | *
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10 | * This library is free software; you can redistribute it and/or
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11 | * modify it under the terms of the GNU Lesser General Public
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12 | * License as published by the Free Software Foundation; either
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13 | * version 2.1 of the License, or (at your option) any later version.
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14 | *
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15 | * This library is distributed in the hope that it will be useful,
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16 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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17 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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18 | * Lesser General Public License for more details.
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19 | *
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20 | * You should have received a copy of the GNU Lesser General Public
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21 | * License along with this library; if not, write to the Free Software
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22 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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23 | */
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24 |
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25 | /*
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26 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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27 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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28 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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29 | * a choice of LGPL license versions is made available with the language indicating
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30 | * that LGPLv2 or any later version may be used, or where a choice of which version
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31 | * of the LGPL is applied is otherwise unspecified.
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32 | */
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33 |
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34 | #include "config.h"
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35 | #include "wined3d_private.h"
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36 |
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37 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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38 |
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39 | static const DWORD pixel_states_render[] =
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40 | {
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41 | WINED3DRS_ALPHABLENDENABLE,
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42 | WINED3DRS_ALPHAFUNC,
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43 | WINED3DRS_ALPHAREF,
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44 | WINED3DRS_ALPHATESTENABLE,
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45 | WINED3DRS_ANTIALIASEDLINEENABLE,
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46 | WINED3DRS_BLENDFACTOR,
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47 | WINED3DRS_BLENDOP,
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48 | WINED3DRS_BLENDOPALPHA,
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49 | WINED3DRS_CCW_STENCILFAIL,
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50 | WINED3DRS_CCW_STENCILPASS,
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51 | WINED3DRS_CCW_STENCILZFAIL,
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52 | WINED3DRS_COLORWRITEENABLE,
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53 | WINED3DRS_COLORWRITEENABLE1,
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54 | WINED3DRS_COLORWRITEENABLE2,
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55 | WINED3DRS_COLORWRITEENABLE3,
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56 | WINED3DRS_DEPTHBIAS,
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57 | WINED3DRS_DESTBLEND,
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58 | WINED3DRS_DESTBLENDALPHA,
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59 | WINED3DRS_DITHERENABLE,
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60 | WINED3DRS_FILLMODE,
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61 | WINED3DRS_FOGDENSITY,
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62 | WINED3DRS_FOGEND,
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63 | WINED3DRS_FOGSTART,
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64 | WINED3DRS_LASTPIXEL,
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65 | WINED3DRS_SCISSORTESTENABLE,
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66 | WINED3DRS_SEPARATEALPHABLENDENABLE,
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67 | WINED3DRS_SHADEMODE,
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68 | WINED3DRS_SLOPESCALEDEPTHBIAS,
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69 | WINED3DRS_SRCBLEND,
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70 | WINED3DRS_SRCBLENDALPHA,
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71 | WINED3DRS_SRGBWRITEENABLE,
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72 | WINED3DRS_STENCILENABLE,
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73 | WINED3DRS_STENCILFAIL,
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74 | WINED3DRS_STENCILFUNC,
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75 | WINED3DRS_STENCILMASK,
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76 | WINED3DRS_STENCILPASS,
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77 | WINED3DRS_STENCILREF,
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78 | WINED3DRS_STENCILWRITEMASK,
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79 | WINED3DRS_STENCILZFAIL,
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80 | WINED3DRS_TEXTUREFACTOR,
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81 | WINED3DRS_TWOSIDEDSTENCILMODE,
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82 | WINED3DRS_WRAP0,
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83 | WINED3DRS_WRAP1,
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84 | WINED3DRS_WRAP10,
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85 | WINED3DRS_WRAP11,
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86 | WINED3DRS_WRAP12,
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87 | WINED3DRS_WRAP13,
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88 | WINED3DRS_WRAP14,
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89 | WINED3DRS_WRAP15,
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90 | WINED3DRS_WRAP2,
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91 | WINED3DRS_WRAP3,
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92 | WINED3DRS_WRAP4,
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93 | WINED3DRS_WRAP5,
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94 | WINED3DRS_WRAP6,
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95 | WINED3DRS_WRAP7,
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96 | WINED3DRS_WRAP8,
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97 | WINED3DRS_WRAP9,
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98 | WINED3DRS_ZENABLE,
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99 | WINED3DRS_ZFUNC,
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100 | WINED3DRS_ZWRITEENABLE,
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101 | };
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102 |
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103 | static const DWORD pixel_states_texture[] =
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104 | {
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105 | WINED3DTSS_ALPHAARG0,
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106 | WINED3DTSS_ALPHAARG1,
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107 | WINED3DTSS_ALPHAARG2,
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108 | WINED3DTSS_ALPHAOP,
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109 | WINED3DTSS_BUMPENVLOFFSET,
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110 | WINED3DTSS_BUMPENVLSCALE,
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111 | WINED3DTSS_BUMPENVMAT00,
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112 | WINED3DTSS_BUMPENVMAT01,
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113 | WINED3DTSS_BUMPENVMAT10,
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114 | WINED3DTSS_BUMPENVMAT11,
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115 | WINED3DTSS_COLORARG0,
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116 | WINED3DTSS_COLORARG1,
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117 | WINED3DTSS_COLORARG2,
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118 | WINED3DTSS_COLOROP,
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119 | WINED3DTSS_RESULTARG,
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120 | WINED3DTSS_TEXCOORDINDEX,
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121 | WINED3DTSS_TEXTURETRANSFORMFLAGS,
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122 | };
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123 |
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124 | static const DWORD pixel_states_sampler[] =
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125 | {
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126 | WINED3DSAMP_ADDRESSU,
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127 | WINED3DSAMP_ADDRESSV,
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128 | WINED3DSAMP_ADDRESSW,
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129 | WINED3DSAMP_BORDERCOLOR,
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130 | WINED3DSAMP_MAGFILTER,
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131 | WINED3DSAMP_MINFILTER,
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132 | WINED3DSAMP_MIPFILTER,
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133 | WINED3DSAMP_MIPMAPLODBIAS,
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134 | WINED3DSAMP_MAXMIPLEVEL,
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135 | WINED3DSAMP_MAXANISOTROPY,
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136 | WINED3DSAMP_SRGBTEXTURE,
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137 | WINED3DSAMP_ELEMENTINDEX,
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138 | };
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139 |
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140 | static const DWORD vertex_states_render[] =
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141 | {
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142 | WINED3DRS_ADAPTIVETESS_W,
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143 | WINED3DRS_ADAPTIVETESS_X,
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144 | WINED3DRS_ADAPTIVETESS_Y,
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145 | WINED3DRS_ADAPTIVETESS_Z,
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146 | WINED3DRS_AMBIENT,
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147 | WINED3DRS_AMBIENTMATERIALSOURCE,
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148 | WINED3DRS_CLIPPING,
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149 | WINED3DRS_CLIPPLANEENABLE,
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150 | WINED3DRS_COLORVERTEX,
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151 | WINED3DRS_CULLMODE,
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152 | WINED3DRS_DIFFUSEMATERIALSOURCE,
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153 | WINED3DRS_EMISSIVEMATERIALSOURCE,
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154 | WINED3DRS_ENABLEADAPTIVETESSELLATION,
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155 | WINED3DRS_FOGCOLOR,
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156 | WINED3DRS_FOGDENSITY,
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157 | WINED3DRS_FOGENABLE,
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158 | WINED3DRS_FOGEND,
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159 | WINED3DRS_FOGSTART,
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160 | WINED3DRS_FOGTABLEMODE,
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161 | WINED3DRS_FOGVERTEXMODE,
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162 | WINED3DRS_INDEXEDVERTEXBLENDENABLE,
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163 | WINED3DRS_LIGHTING,
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164 | WINED3DRS_LOCALVIEWER,
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165 | WINED3DRS_MAXTESSELLATIONLEVEL,
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166 | WINED3DRS_MINTESSELLATIONLEVEL,
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167 | WINED3DRS_MULTISAMPLEANTIALIAS,
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168 | WINED3DRS_MULTISAMPLEMASK,
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169 | WINED3DRS_NORMALDEGREE,
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170 | WINED3DRS_NORMALIZENORMALS,
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171 | WINED3DRS_PATCHEDGESTYLE,
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172 | WINED3DRS_POINTSCALE_A,
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173 | WINED3DRS_POINTSCALE_B,
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174 | WINED3DRS_POINTSCALE_C,
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175 | WINED3DRS_POINTSCALEENABLE,
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176 | WINED3DRS_POINTSIZE,
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177 | WINED3DRS_POINTSIZE_MAX,
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178 | WINED3DRS_POINTSIZE_MIN,
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179 | WINED3DRS_POINTSPRITEENABLE,
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180 | WINED3DRS_POSITIONDEGREE,
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181 | WINED3DRS_RANGEFOGENABLE,
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182 | WINED3DRS_SHADEMODE,
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183 | WINED3DRS_SPECULARENABLE,
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184 | WINED3DRS_SPECULARMATERIALSOURCE,
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185 | WINED3DRS_TWEENFACTOR,
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186 | WINED3DRS_VERTEXBLEND,
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187 | };
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188 |
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189 | static const DWORD vertex_states_texture[] =
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190 | {
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191 | WINED3DTSS_TEXCOORDINDEX,
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192 | WINED3DTSS_TEXTURETRANSFORMFLAGS,
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193 | };
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194 |
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195 | static const DWORD vertex_states_sampler[] =
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196 | {
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197 | WINED3DSAMP_DMAPOFFSET,
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198 | };
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199 |
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200 | /* Allocates the correct amount of space for pixel and vertex shader constants,
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201 | * along with their set/changed flags on the given stateblock object
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202 | */
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203 | static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
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204 | {
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205 | IWineD3DDeviceImpl *device = object->device;
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206 |
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207 | /* Allocate space for floating point constants */
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208 | object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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209 | sizeof(float) * device->d3d_pshader_constantF * 4);
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210 | if (!object->pixelShaderConstantF) goto fail;
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211 |
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212 | object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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213 | sizeof(BOOL) * device->d3d_pshader_constantF);
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214 | if (!object->changed.pixelShaderConstantsF) goto fail;
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215 |
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216 | object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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217 | sizeof(float) * device->d3d_vshader_constantF * 4);
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218 | if (!object->vertexShaderConstantF) goto fail;
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219 |
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220 | object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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221 | sizeof(BOOL) * device->d3d_vshader_constantF);
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222 | if (!object->changed.vertexShaderConstantsF) goto fail;
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223 |
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224 | object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
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225 | sizeof(DWORD) * device->d3d_vshader_constantF);
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226 | if (!object->contained_vs_consts_f) goto fail;
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227 |
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228 | object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
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229 | sizeof(DWORD) * device->d3d_pshader_constantF);
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230 | if (!object->contained_ps_consts_f) goto fail;
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231 |
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232 | return WINED3D_OK;
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233 |
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234 | fail:
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235 | ERR("Failed to allocate memory\n");
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236 | HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
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237 | HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
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238 | HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
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239 | HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
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240 | HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
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241 | HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
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242 | return E_OUTOFMEMORY;
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243 | }
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244 |
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245 | static inline void stateblock_set_bits(DWORD *map, UINT map_size)
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246 | {
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247 | DWORD mask = (1 << (map_size & 0x1f)) - 1;
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248 | memset(map, 0xff, (map_size >> 5) * sizeof(*map));
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249 | if (mask) map[map_size >> 5] = mask;
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250 | }
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251 |
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252 | /* Set all members of a stateblock savedstate to the given value */
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253 | static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
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254 | {
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255 | unsigned int i;
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256 |
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257 | /* Single values */
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258 | states->primitive_type = 1;
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259 | states->indices = 1;
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260 | states->material = 1;
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261 | states->viewport = 1;
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262 | states->vertexDecl = 1;
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263 | states->pixelShader = 1;
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264 | states->vertexShader = 1;
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265 | states->scissorRect = 1;
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266 |
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267 | /* Fixed size arrays */
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268 | states->streamSource = 0xffff;
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269 | states->streamFreq = 0xffff;
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270 | states->textures = 0xfffff;
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271 | stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
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272 | stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
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273 | for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
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274 | for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
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275 | states->clipplane = 0xffffffff;
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276 | states->pixelShaderConstantsB = 0xffff;
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277 | states->pixelShaderConstantsI = 0xffff;
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278 | states->vertexShaderConstantsB = 0xffff;
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279 | states->vertexShaderConstantsI = 0xffff;
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280 |
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281 | /* Dynamically sized arrays */
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282 | memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
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283 | memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
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284 | }
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285 |
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286 | static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
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287 | {
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288 | DWORD texture_mask = 0;
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289 | WORD sampler_mask = 0;
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290 | unsigned int i;
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291 |
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292 | states->pixelShader = 1;
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293 |
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294 | for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
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295 | {
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296 | DWORD rs = pixel_states_render[i];
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297 | states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
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298 | }
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299 |
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300 | for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
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301 | texture_mask |= 1 << pixel_states_texture[i];
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302 | for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
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303 | for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
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304 | sampler_mask |= 1 << pixel_states_sampler[i];
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305 | for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
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306 | states->pixelShaderConstantsB = 0xffff;
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307 | states->pixelShaderConstantsI = 0xffff;
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308 |
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309 | memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
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310 | }
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311 |
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312 | static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
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313 | {
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314 | DWORD texture_mask = 0;
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315 | WORD sampler_mask = 0;
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316 | unsigned int i;
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317 |
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318 | states->vertexDecl = 1;
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319 | states->vertexShader = 1;
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320 |
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321 | for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
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322 | {
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323 | DWORD rs = vertex_states_render[i];
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324 | states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
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325 | }
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326 |
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327 | for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
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328 | texture_mask |= 1 << vertex_states_texture[i];
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329 | for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
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330 | for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
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331 | sampler_mask |= 1 << vertex_states_sampler[i];
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332 | for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
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333 | states->vertexShaderConstantsB = 0xffff;
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334 | states->vertexShaderConstantsI = 0xffff;
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335 |
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336 | memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
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337 | }
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338 |
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339 | void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
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340 | {
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341 | IWineD3DDeviceImpl *device = stateblock->device;
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342 | unsigned int i, j;
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343 |
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344 | for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
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345 | {
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346 | DWORD map = stateblock->changed.renderState[i];
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347 | for (j = 0; map; map >>= 1, ++j)
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348 | {
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349 | if (!(map & 1)) continue;
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350 |
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351 | stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
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352 | ++stateblock->num_contained_render_states;
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353 | }
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354 | }
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355 |
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356 | for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
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357 | {
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358 | DWORD map = stateblock->changed.transform[i];
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359 | for (j = 0; map; map >>= 1, ++j)
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360 | {
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361 | if (!(map & 1)) continue;
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362 |
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363 | stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
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364 | ++stateblock->num_contained_transform_states;
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365 | }
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366 | }
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367 |
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368 | for (i = 0; i < device->d3d_vshader_constantF; ++i)
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369 | {
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370 | if (stateblock->changed.vertexShaderConstantsF[i])
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371 | {
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372 | stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
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373 | ++stateblock->num_contained_vs_consts_f;
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374 | }
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375 | }
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376 |
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377 | for (i = 0; i < MAX_CONST_I; ++i)
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378 | {
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379 | if (stateblock->changed.vertexShaderConstantsI & (1 << i))
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380 | {
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381 | stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
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382 | ++stateblock->num_contained_vs_consts_i;
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383 | }
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384 | }
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385 |
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386 | for (i = 0; i < MAX_CONST_B; ++i)
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387 | {
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388 | if (stateblock->changed.vertexShaderConstantsB & (1 << i))
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389 | {
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390 | stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
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391 | ++stateblock->num_contained_vs_consts_b;
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392 | }
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393 | }
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394 |
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395 | for (i = 0; i < device->d3d_pshader_constantF; ++i)
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396 | {
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397 | if (stateblock->changed.pixelShaderConstantsF[i])
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398 | {
|
---|
399 | stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
|
---|
400 | ++stateblock->num_contained_ps_consts_f;
|
---|
401 | }
|
---|
402 | }
|
---|
403 |
|
---|
404 | for (i = 0; i < MAX_CONST_I; ++i)
|
---|
405 | {
|
---|
406 | if (stateblock->changed.pixelShaderConstantsI & (1 << i))
|
---|
407 | {
|
---|
408 | stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
|
---|
409 | ++stateblock->num_contained_ps_consts_i;
|
---|
410 | }
|
---|
411 | }
|
---|
412 |
|
---|
413 | for (i = 0; i < MAX_CONST_B; ++i)
|
---|
414 | {
|
---|
415 | if (stateblock->changed.pixelShaderConstantsB & (1 << i))
|
---|
416 | {
|
---|
417 | stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
|
---|
418 | ++stateblock->num_contained_ps_consts_b;
|
---|
419 | }
|
---|
420 | }
|
---|
421 |
|
---|
422 | for (i = 0; i < MAX_TEXTURES; ++i)
|
---|
423 | {
|
---|
424 | DWORD map = stateblock->changed.textureState[i];
|
---|
425 |
|
---|
426 | for(j = 0; map; map >>= 1, ++j)
|
---|
427 | {
|
---|
428 | if (!(map & 1)) continue;
|
---|
429 |
|
---|
430 | stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
|
---|
431 | stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
|
---|
432 | ++stateblock->num_contained_tss_states;
|
---|
433 | }
|
---|
434 | }
|
---|
435 |
|
---|
436 | for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
|
---|
437 | {
|
---|
438 | DWORD map = stateblock->changed.samplerState[i];
|
---|
439 |
|
---|
440 | for (j = 0; map; map >>= 1, ++j)
|
---|
441 | {
|
---|
442 | if (!(map & 1)) continue;
|
---|
443 |
|
---|
444 | stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
|
---|
445 | stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
|
---|
446 | ++stateblock->num_contained_sampler_states;
|
---|
447 | }
|
---|
448 | }
|
---|
449 | }
|
---|
450 |
|
---|
451 | static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
|
---|
452 | {
|
---|
453 | unsigned int i;
|
---|
454 |
|
---|
455 | for (i = 0; i < LIGHTMAP_SIZE; ++i)
|
---|
456 | {
|
---|
457 | const struct wined3d_light_info *src_light;
|
---|
458 |
|
---|
459 | LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
|
---|
460 | {
|
---|
461 | struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
|
---|
462 |
|
---|
463 | *dst_light = *src_light;
|
---|
464 | list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
|
---|
465 | }
|
---|
466 | }
|
---|
467 | }
|
---|
468 |
|
---|
469 | /**********************************************************
|
---|
470 | * IWineD3DStateBlockImpl IUnknown parts follows
|
---|
471 | **********************************************************/
|
---|
472 | static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
|
---|
473 | {
|
---|
474 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
---|
475 | TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
|
---|
476 | if (IsEqualGUID(riid, &IID_IUnknown)
|
---|
477 | || IsEqualGUID(riid, &IID_IWineD3DStateBlock))
|
---|
478 | {
|
---|
479 | IUnknown_AddRef(iface);
|
---|
480 | *ppobj = This;
|
---|
481 | return S_OK;
|
---|
482 | }
|
---|
483 | *ppobj = NULL;
|
---|
484 | return E_NOINTERFACE;
|
---|
485 | }
|
---|
486 |
|
---|
487 | static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
|
---|
488 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
---|
489 | ULONG refCount = InterlockedIncrement(&This->ref);
|
---|
490 |
|
---|
491 | TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
|
---|
492 | return refCount;
|
---|
493 | }
|
---|
494 |
|
---|
495 | static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
|
---|
496 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
---|
497 | ULONG refCount = InterlockedDecrement(&This->ref);
|
---|
498 |
|
---|
499 | TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
|
---|
500 |
|
---|
501 | if (!refCount) {
|
---|
502 | int counter;
|
---|
503 |
|
---|
504 | if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
|
---|
505 |
|
---|
506 | for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
|
---|
507 | {
|
---|
508 | if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]);
|
---|
509 | }
|
---|
510 |
|
---|
511 | for (counter = 0; counter < MAX_STREAMS; counter++) {
|
---|
512 | if(This->streamSource[counter]) {
|
---|
513 | if (IWineD3DBuffer_Release(This->streamSource[counter]))
|
---|
514 | {
|
---|
515 | TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
|
---|
516 | }
|
---|
517 | }
|
---|
518 | }
|
---|
519 | if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
|
---|
520 | if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
|
---|
521 | if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
|
---|
522 |
|
---|
523 | for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
|
---|
524 | struct list *e1, *e2;
|
---|
525 | LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter])
|
---|
526 | {
|
---|
527 | struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
|
---|
528 | list_remove(&light->entry);
|
---|
529 | HeapFree(GetProcessHeap(), 0, light);
|
---|
530 | }
|
---|
531 | }
|
---|
532 |
|
---|
533 | HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
|
---|
534 | HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
|
---|
535 | HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
|
---|
536 | HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
|
---|
537 | HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
|
---|
538 | HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
|
---|
539 | HeapFree(GetProcessHeap(), 0, This);
|
---|
540 | }
|
---|
541 | return refCount;
|
---|
542 | }
|
---|
543 |
|
---|
544 | /**********************************************************
|
---|
545 | * IWineD3DStateBlockImpl parts follows
|
---|
546 | **********************************************************/
|
---|
547 | static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
|
---|
548 | {
|
---|
549 | UINT i;
|
---|
550 |
|
---|
551 | /* Lights... For a recorded state block, we just had a chain of actions to perform,
|
---|
552 | * so we need to walk that chain and update any actions which differ
|
---|
553 | */
|
---|
554 | for(i = 0; i < LIGHTMAP_SIZE; i++) {
|
---|
555 | struct list *e, *f;
|
---|
556 | LIST_FOR_EACH(e, &This->lightMap[i]) {
|
---|
557 | BOOL updated = FALSE;
|
---|
558 | struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
|
---|
559 |
|
---|
560 | /* Look up the light in the destination */
|
---|
561 | LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
|
---|
562 | realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
|
---|
563 | if (realLight->OriginalIndex == src->OriginalIndex)
|
---|
564 | {
|
---|
565 | src->OriginalParms = realLight->OriginalParms;
|
---|
566 |
|
---|
567 | if (realLight->glIndex == -1 && src->glIndex != -1)
|
---|
568 | {
|
---|
569 | /* Light disabled */
|
---|
570 | This->activeLights[src->glIndex] = NULL;
|
---|
571 | }
|
---|
572 | else if (realLight->glIndex != -1 && src->glIndex == -1)
|
---|
573 | {
|
---|
574 | /* Light enabled */
|
---|
575 | This->activeLights[realLight->glIndex] = src;
|
---|
576 | }
|
---|
577 | src->glIndex = realLight->glIndex;
|
---|
578 | updated = TRUE;
|
---|
579 | break;
|
---|
580 | }
|
---|
581 | }
|
---|
582 |
|
---|
583 | if (!updated)
|
---|
584 | {
|
---|
585 | /* This can happen if the light was originally created as a
|
---|
586 | * default light for SetLightEnable() while recording. */
|
---|
587 | WARN("Light %u in stateblock %p does not exist in device stateblock %p.\n",
|
---|
588 | src->OriginalIndex, This, targetStateBlock);
|
---|
589 |
|
---|
590 | src->OriginalParms = WINED3D_default_light;
|
---|
591 | if (src->glIndex != -1)
|
---|
592 | {
|
---|
593 | This->activeLights[src->glIndex] = NULL;
|
---|
594 | src->glIndex = -1;
|
---|
595 | }
|
---|
596 | }
|
---|
597 | }
|
---|
598 | }
|
---|
599 | }
|
---|
600 |
|
---|
601 | static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
|
---|
602 | {
|
---|
603 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
---|
604 | IWineD3DStateBlockImpl *targetStateBlock = This->device->stateBlock;
|
---|
605 | unsigned int i;
|
---|
606 | DWORD map;
|
---|
607 |
|
---|
608 | TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
|
---|
609 |
|
---|
610 | if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader)
|
---|
611 | {
|
---|
612 | TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
|
---|
613 |
|
---|
614 | if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
|
---|
615 | if (This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
|
---|
616 | This->vertexShader = targetStateBlock->vertexShader;
|
---|
617 | }
|
---|
618 |
|
---|
619 | /* Vertex Shader Float Constants */
|
---|
620 | for (i = 0; i < This->num_contained_vs_consts_f; ++i)
|
---|
621 | {
|
---|
622 | unsigned int idx = This->contained_vs_consts_f[i];
|
---|
623 |
|
---|
624 | TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
|
---|
625 | This, targetStateBlock, idx,
|
---|
626 | targetStateBlock->vertexShaderConstantF[idx * 4 + 0],
|
---|
627 | targetStateBlock->vertexShaderConstantF[idx * 4 + 1],
|
---|
628 | targetStateBlock->vertexShaderConstantF[idx * 4 + 2],
|
---|
629 | targetStateBlock->vertexShaderConstantF[idx * 4 + 3]);
|
---|
630 |
|
---|
631 | This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0];
|
---|
632 | This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1];
|
---|
633 | This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2];
|
---|
634 | This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3];
|
---|
635 | }
|
---|
636 |
|
---|
637 | /* Vertex Shader Integer Constants */
|
---|
638 | for (i = 0; i < This->num_contained_vs_consts_i; ++i)
|
---|
639 | {
|
---|
640 | unsigned int idx = This->contained_vs_consts_i[i];
|
---|
641 |
|
---|
642 | TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
|
---|
643 | This, targetStateBlock, idx,
|
---|
644 | targetStateBlock->vertexShaderConstantI[idx * 4 + 0],
|
---|
645 | targetStateBlock->vertexShaderConstantI[idx * 4 + 1],
|
---|
646 | targetStateBlock->vertexShaderConstantI[idx * 4 + 2],
|
---|
647 | targetStateBlock->vertexShaderConstantI[idx * 4 + 3]);
|
---|
648 |
|
---|
649 | This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0];
|
---|
650 | This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1];
|
---|
651 | This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2];
|
---|
652 | This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3];
|
---|
653 | }
|
---|
654 |
|
---|
655 | /* Vertex Shader Boolean Constants */
|
---|
656 | for (i = 0; i < This->num_contained_vs_consts_b; ++i)
|
---|
657 | {
|
---|
658 | unsigned int idx = This->contained_vs_consts_b[i];
|
---|
659 |
|
---|
660 | TRACE("Setting %p from %p %u to %s.\n",
|
---|
661 | This, targetStateBlock, idx,
|
---|
662 | targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE");
|
---|
663 |
|
---|
664 | This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[idx];
|
---|
665 | }
|
---|
666 |
|
---|
667 | /* Pixel Shader Float Constants */
|
---|
668 | for (i = 0; i < This->num_contained_ps_consts_f; ++i)
|
---|
669 | {
|
---|
670 | unsigned int idx = This->contained_ps_consts_f[i];
|
---|
671 |
|
---|
672 | TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
|
---|
673 | This, targetStateBlock, idx,
|
---|
674 | targetStateBlock->pixelShaderConstantF[idx * 4 + 0],
|
---|
675 | targetStateBlock->pixelShaderConstantF[idx * 4 + 1],
|
---|
676 | targetStateBlock->pixelShaderConstantF[idx * 4 + 2],
|
---|
677 | targetStateBlock->pixelShaderConstantF[idx * 4 + 3]);
|
---|
678 |
|
---|
679 | This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0];
|
---|
680 | This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1];
|
---|
681 | This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2];
|
---|
682 | This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3];
|
---|
683 | }
|
---|
684 |
|
---|
685 | /* Pixel Shader Integer Constants */
|
---|
686 | for (i = 0; i < This->num_contained_ps_consts_i; ++i)
|
---|
687 | {
|
---|
688 | unsigned int idx = This->contained_ps_consts_i[i];
|
---|
689 | TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
|
---|
690 | This, targetStateBlock, idx,
|
---|
691 | targetStateBlock->pixelShaderConstantI[idx * 4 + 0],
|
---|
692 | targetStateBlock->pixelShaderConstantI[idx * 4 + 1],
|
---|
693 | targetStateBlock->pixelShaderConstantI[idx * 4 + 2],
|
---|
694 | targetStateBlock->pixelShaderConstantI[idx * 4 + 3]);
|
---|
695 |
|
---|
696 | This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0];
|
---|
697 | This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1];
|
---|
698 | This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2];
|
---|
699 | This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3];
|
---|
700 | }
|
---|
701 |
|
---|
702 | /* Pixel Shader Boolean Constants */
|
---|
703 | for (i = 0; i < This->num_contained_ps_consts_b; ++i)
|
---|
704 | {
|
---|
705 | unsigned int idx = This->contained_ps_consts_b[i];
|
---|
706 | TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
|
---|
707 | targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE");
|
---|
708 |
|
---|
709 | This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx];
|
---|
710 | }
|
---|
711 |
|
---|
712 | /* Others + Render & Texture */
|
---|
713 | for (i = 0; i < This->num_contained_transform_states; ++i)
|
---|
714 | {
|
---|
715 | WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
|
---|
716 |
|
---|
717 | TRACE("Updating transform %#x.\n", transform);
|
---|
718 |
|
---|
719 | This->transforms[transform] = targetStateBlock->transforms[transform];
|
---|
720 | }
|
---|
721 |
|
---|
722 | if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
|
---|
723 |
|
---|
724 | if (This->changed.indices
|
---|
725 | && ((This->pIndexData != targetStateBlock->pIndexData)
|
---|
726 | || (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
|
---|
727 | || (This->IndexFmt != targetStateBlock->IndexFmt)))
|
---|
728 | {
|
---|
729 | TRACE("Updating pIndexData to %p, baseVertexIndex to %d.\n",
|
---|
730 | targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
|
---|
731 |
|
---|
732 | if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
|
---|
733 | if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
|
---|
734 | This->pIndexData = targetStateBlock->pIndexData;
|
---|
735 | This->baseVertexIndex = targetStateBlock->baseVertexIndex;
|
---|
736 | This->IndexFmt = targetStateBlock->IndexFmt;
|
---|
737 | }
|
---|
738 |
|
---|
739 | if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl)
|
---|
740 | {
|
---|
741 | TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl);
|
---|
742 |
|
---|
743 | if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
|
---|
744 | if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
|
---|
745 | This->vertexDecl = targetStateBlock->vertexDecl;
|
---|
746 | }
|
---|
747 |
|
---|
748 | if (This->changed.material
|
---|
749 | && memcmp(&targetStateBlock->material, &This->material, sizeof(This->material)))
|
---|
750 | {
|
---|
751 | TRACE("Updating material.\n");
|
---|
752 |
|
---|
753 | This->material = targetStateBlock->material;
|
---|
754 | }
|
---|
755 |
|
---|
756 | if (This->changed.viewport
|
---|
757 | && memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(This->viewport)))
|
---|
758 | {
|
---|
759 | TRACE("Updating viewport.\n");
|
---|
760 |
|
---|
761 | This->viewport = targetStateBlock->viewport;
|
---|
762 | }
|
---|
763 |
|
---|
764 | if(This->changed.scissorRect
|
---|
765 | && memcmp(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(This->scissorRect)))
|
---|
766 | {
|
---|
767 | TRACE("Updating scissor rect.\n");
|
---|
768 |
|
---|
769 | This->scissorRect = targetStateBlock->scissorRect;
|
---|
770 | }
|
---|
771 |
|
---|
772 | map = This->changed.streamSource;
|
---|
773 | for (i = 0; map; map >>= 1, ++i)
|
---|
774 | {
|
---|
775 | if (!(map & 1)) continue;
|
---|
776 |
|
---|
777 | if (This->streamStride[i] != targetStateBlock->streamStride[i]
|
---|
778 | || This->streamSource[i] != targetStateBlock->streamSource[i])
|
---|
779 | {
|
---|
780 | TRACE("Updating stream source %u to %p, stride to %u.\n",
|
---|
781 | i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
|
---|
782 |
|
---|
783 | This->streamStride[i] = targetStateBlock->streamStride[i];
|
---|
784 | if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
|
---|
785 | if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
|
---|
786 | This->streamSource[i] = targetStateBlock->streamSource[i];
|
---|
787 | }
|
---|
788 | }
|
---|
789 |
|
---|
790 | map = This->changed.streamFreq;
|
---|
791 | for (i = 0; map; map >>= 1, ++i)
|
---|
792 | {
|
---|
793 | if (!(map & 1)) continue;
|
---|
794 |
|
---|
795 | if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
|
---|
796 | || This->streamFlags[i] != targetStateBlock->streamFlags[i])
|
---|
797 | {
|
---|
798 | TRACE("Updating stream frequency %u to %u flags to %#x.\n",
|
---|
799 | i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
|
---|
800 |
|
---|
801 | This->streamFreq[i] = targetStateBlock->streamFreq[i];
|
---|
802 | This->streamFlags[i] = targetStateBlock->streamFlags[i];
|
---|
803 | }
|
---|
804 | }
|
---|
805 |
|
---|
806 | map = This->changed.clipplane;
|
---|
807 | for (i = 0; map; map >>= 1, ++i)
|
---|
808 | {
|
---|
809 | if (!(map & 1)) continue;
|
---|
810 |
|
---|
811 | if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
|
---|
812 | {
|
---|
813 | TRACE("Updating clipplane %u.\n", i);
|
---|
814 | memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
|
---|
815 | }
|
---|
816 | }
|
---|
817 |
|
---|
818 | /* Render */
|
---|
819 | for (i = 0; i < This->num_contained_render_states; ++i)
|
---|
820 | {
|
---|
821 | WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
|
---|
822 |
|
---|
823 | TRACE("Updating renderState %#x to %u.\n", rs, targetStateBlock->renderState[rs]);
|
---|
824 |
|
---|
825 | This->renderState[rs] = targetStateBlock->renderState[rs];
|
---|
826 | }
|
---|
827 |
|
---|
828 | /* Texture states */
|
---|
829 | for (i = 0; i < This->num_contained_tss_states; ++i)
|
---|
830 | {
|
---|
831 | DWORD stage = This->contained_tss_states[i].stage;
|
---|
832 | DWORD state = This->contained_tss_states[i].state;
|
---|
833 |
|
---|
834 | TRACE("Updating texturestage state %u, %u to %u (was %u).\n", stage, state,
|
---|
835 | targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
|
---|
836 |
|
---|
837 | This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
|
---|
838 | }
|
---|
839 |
|
---|
840 | /* Samplers */
|
---|
841 | map = This->changed.textures;
|
---|
842 | for (i = 0; map; map >>= 1, ++i)
|
---|
843 | {
|
---|
844 | if (!(map & 1)) continue;
|
---|
845 |
|
---|
846 | TRACE("Updating texture %u to %p (was %p).\n", i, targetStateBlock->textures[i], This->textures[i]);
|
---|
847 |
|
---|
848 | if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
|
---|
849 | if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
|
---|
850 | This->textures[i] = targetStateBlock->textures[i];
|
---|
851 | }
|
---|
852 |
|
---|
853 | for (i = 0; i < This->num_contained_sampler_states; ++i)
|
---|
854 | {
|
---|
855 | DWORD stage = This->contained_sampler_states[i].stage;
|
---|
856 | DWORD state = This->contained_sampler_states[i].state;
|
---|
857 |
|
---|
858 | TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage, state,
|
---|
859 | targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
|
---|
860 |
|
---|
861 | This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
|
---|
862 | }
|
---|
863 |
|
---|
864 | if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader)
|
---|
865 | {
|
---|
866 | if (targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
|
---|
867 | if (This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
|
---|
868 | This->pixelShader = targetStateBlock->pixelShader;
|
---|
869 | }
|
---|
870 |
|
---|
871 | record_lights(This, targetStateBlock);
|
---|
872 |
|
---|
873 | TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
|
---|
874 |
|
---|
875 | return WINED3D_OK;
|
---|
876 | }
|
---|
877 |
|
---|
878 | static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This)
|
---|
879 | {
|
---|
880 | UINT i;
|
---|
881 | for(i = 0; i < LIGHTMAP_SIZE; i++) {
|
---|
882 | struct list *e;
|
---|
883 |
|
---|
884 | LIST_FOR_EACH(e, &This->lightMap[i])
|
---|
885 | {
|
---|
886 | const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
---|
887 |
|
---|
888 | IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
|
---|
889 | IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
|
---|
890 | }
|
---|
891 | }
|
---|
892 | }
|
---|
893 |
|
---|
894 | static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
|
---|
895 | {
|
---|
896 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
---|
897 | IWineD3DDevice *pDevice = (IWineD3DDevice *)This->device;
|
---|
898 | unsigned int i;
|
---|
899 | DWORD map;
|
---|
900 |
|
---|
901 | TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
|
---|
902 |
|
---|
903 | TRACE("Blocktype: %d\n", This->blockType);
|
---|
904 |
|
---|
905 | if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
|
---|
906 |
|
---|
907 | /* Vertex Shader Constants */
|
---|
908 | for (i = 0; i < This->num_contained_vs_consts_f; ++i)
|
---|
909 | {
|
---|
910 | IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
|
---|
911 | This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
|
---|
912 | }
|
---|
913 | for (i = 0; i < This->num_contained_vs_consts_i; ++i)
|
---|
914 | {
|
---|
915 | IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
|
---|
916 | This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
|
---|
917 | }
|
---|
918 | for (i = 0; i < This->num_contained_vs_consts_b; ++i)
|
---|
919 | {
|
---|
920 | IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
|
---|
921 | This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
|
---|
922 | }
|
---|
923 |
|
---|
924 | apply_lights(pDevice, This);
|
---|
925 |
|
---|
926 | if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
|
---|
927 |
|
---|
928 | /* Pixel Shader Constants */
|
---|
929 | for (i = 0; i < This->num_contained_ps_consts_f; ++i)
|
---|
930 | {
|
---|
931 | IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
|
---|
932 | This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
|
---|
933 | }
|
---|
934 | for (i = 0; i < This->num_contained_ps_consts_i; ++i)
|
---|
935 | {
|
---|
936 | IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
|
---|
937 | This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
|
---|
938 | }
|
---|
939 | for (i = 0; i < This->num_contained_ps_consts_b; ++i)
|
---|
940 | {
|
---|
941 | IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
|
---|
942 | This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
|
---|
943 | }
|
---|
944 |
|
---|
945 | /* Render */
|
---|
946 | for (i = 0; i < This->num_contained_render_states; ++i)
|
---|
947 | {
|
---|
948 | IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
|
---|
949 | This->renderState[This->contained_render_states[i]]);
|
---|
950 | }
|
---|
951 |
|
---|
952 | /* Texture states */
|
---|
953 | for (i = 0; i < This->num_contained_tss_states; ++i)
|
---|
954 | {
|
---|
955 | DWORD stage = This->contained_tss_states[i].stage;
|
---|
956 | DWORD state = This->contained_tss_states[i].state;
|
---|
957 |
|
---|
958 | IWineD3DDevice_SetTextureStageState(pDevice, stage, state, This->textureState[stage][state]);
|
---|
959 | }
|
---|
960 |
|
---|
961 | /* Sampler states */
|
---|
962 | for (i = 0; i < This->num_contained_sampler_states; ++i)
|
---|
963 | {
|
---|
964 | DWORD stage = This->contained_sampler_states[i].stage;
|
---|
965 | DWORD state = This->contained_sampler_states[i].state;
|
---|
966 | DWORD value = This->samplerState[stage][state];
|
---|
967 |
|
---|
968 | if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
|
---|
969 | IWineD3DDevice_SetSamplerState(pDevice, stage, state, value);
|
---|
970 | }
|
---|
971 |
|
---|
972 | for (i = 0; i < This->num_contained_transform_states; ++i)
|
---|
973 | {
|
---|
974 | IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
|
---|
975 | &This->transforms[This->contained_transform_states[i]]);
|
---|
976 | }
|
---|
977 |
|
---|
978 | if (This->changed.primitive_type)
|
---|
979 | {
|
---|
980 | This->device->updateStateBlock->changed.primitive_type = TRUE;
|
---|
981 | This->device->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
|
---|
982 | }
|
---|
983 |
|
---|
984 | if (This->changed.indices)
|
---|
985 | {
|
---|
986 | IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
|
---|
987 | IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
|
---|
988 | }
|
---|
989 |
|
---|
990 | if (This->changed.vertexDecl && This->vertexDecl)
|
---|
991 | {
|
---|
992 | IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
|
---|
993 | }
|
---|
994 |
|
---|
995 | if (This->changed.material)
|
---|
996 | {
|
---|
997 | IWineD3DDevice_SetMaterial(pDevice, &This->material);
|
---|
998 | }
|
---|
999 |
|
---|
1000 | if (This->changed.viewport)
|
---|
1001 | {
|
---|
1002 | IWineD3DDevice_SetViewport(pDevice, &This->viewport);
|
---|
1003 | }
|
---|
1004 |
|
---|
1005 | if (This->changed.scissorRect)
|
---|
1006 | {
|
---|
1007 | IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
|
---|
1008 | }
|
---|
1009 |
|
---|
1010 | map = This->changed.streamSource;
|
---|
1011 | for (i = 0; map; map >>= 1, ++i)
|
---|
1012 | {
|
---|
1013 | if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
|
---|
1014 | }
|
---|
1015 |
|
---|
1016 | map = This->changed.streamFreq;
|
---|
1017 | for (i = 0; map; map >>= 1, ++i)
|
---|
1018 | {
|
---|
1019 | if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
|
---|
1020 | }
|
---|
1021 |
|
---|
1022 | map = This->changed.textures;
|
---|
1023 | for (i = 0; map; map >>= 1, ++i)
|
---|
1024 | {
|
---|
1025 | DWORD stage;
|
---|
1026 |
|
---|
1027 | if (!(map & 1)) continue;
|
---|
1028 |
|
---|
1029 | stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
|
---|
1030 | IWineD3DDevice_SetTexture(pDevice, stage, This->textures[i]);
|
---|
1031 | }
|
---|
1032 |
|
---|
1033 | map = This->changed.clipplane;
|
---|
1034 | for (i = 0; map; map >>= 1, ++i)
|
---|
1035 | {
|
---|
1036 | float clip[4];
|
---|
1037 |
|
---|
1038 | if (!(map & 1)) continue;
|
---|
1039 |
|
---|
1040 | clip[0] = This->clipplane[i][0];
|
---|
1041 | clip[1] = This->clipplane[i][1];
|
---|
1042 | clip[2] = This->clipplane[i][2];
|
---|
1043 | clip[3] = This->clipplane[i][3];
|
---|
1044 | IWineD3DDevice_SetClipPlane(pDevice, i, clip);
|
---|
1045 | }
|
---|
1046 |
|
---|
1047 | This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
|
---|
1048 | for (i = 0; i < MAX_TEXTURES - 1; ++i)
|
---|
1049 | {
|
---|
1050 | if (This->device->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
|
---|
1051 | {
|
---|
1052 | This->device->stateBlock->lowest_disabled_stage = i;
|
---|
1053 | break;
|
---|
1054 | }
|
---|
1055 | }
|
---|
1056 | TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
|
---|
1057 |
|
---|
1058 | return WINED3D_OK;
|
---|
1059 | }
|
---|
1060 |
|
---|
1061 | static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
|
---|
1062 | IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
---|
1063 | IWineD3DDevice *device = (IWineD3DDevice *)This->device;
|
---|
1064 | IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
|
---|
1065 | const struct wined3d_gl_info *gl_info = &ThisDevice->adapter->gl_info;
|
---|
1066 | union {
|
---|
1067 | WINED3DLINEPATTERN lp;
|
---|
1068 | DWORD d;
|
---|
1069 | } lp;
|
---|
1070 | union {
|
---|
1071 | float f;
|
---|
1072 | DWORD d;
|
---|
1073 | } tmpfloat;
|
---|
1074 | unsigned int i;
|
---|
1075 | IWineD3DSwapChain *swapchain;
|
---|
1076 | IWineD3DSurface *backbuffer;
|
---|
1077 | HRESULT hr;
|
---|
1078 |
|
---|
1079 | /* Note this may have a large overhead but it should only be executed
|
---|
1080 | once, in order to initialize the complete state of the device and
|
---|
1081 | all opengl equivalents */
|
---|
1082 | TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, ThisDevice);
|
---|
1083 | /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
|
---|
1084 | This->blockType = WINED3DSBT_INIT;
|
---|
1085 |
|
---|
1086 | /* Set some of the defaults for lights, transforms etc */
|
---|
1087 | memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
|
---|
1088 | memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
|
---|
1089 | for (i = 0; i < 256; ++i) {
|
---|
1090 | memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
|
---|
1091 | }
|
---|
1092 |
|
---|
1093 | TRACE("Render states\n");
|
---|
1094 | /* Render states: */
|
---|
1095 | if (ThisDevice->auto_depth_stencil_buffer != NULL) {
|
---|
1096 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
|
---|
1097 | } else {
|
---|
1098 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
|
---|
1099 | }
|
---|
1100 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
|
---|
1101 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
|
---|
1102 | lp.lp.wRepeatFactor = 0;
|
---|
1103 | lp.lp.wLinePattern = 0;
|
---|
1104 | IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
|
---|
1105 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
|
---|
1106 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
|
---|
1107 | IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
|
---|
1108 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
|
---|
1109 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
|
---|
1110 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
|
---|
1111 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
|
---|
1112 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
|
---|
1113 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
|
---|
1114 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
|
---|
1115 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
|
---|
1116 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
|
---|
1117 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
|
---|
1118 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
|
---|
1119 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
|
---|
1120 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
|
---|
1121 | tmpfloat.f = 0.0f;
|
---|
1122 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
|
---|
1123 | tmpfloat.f = 1.0f;
|
---|
1124 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
|
---|
1125 | tmpfloat.f = 1.0f;
|
---|
1126 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
|
---|
1127 | IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
|
---|
1128 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
|
---|
1129 | IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
|
---|
1130 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
|
---|
1131 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
|
---|
1132 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
|
---|
1133 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
|
---|
1134 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
|
---|
1135 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
|
---|
1136 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
|
---|
1137 | IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
|
---|
1138 | IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
|
---|
1139 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
|
---|
1140 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
|
---|
1141 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
|
---|
1142 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
|
---|
1143 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
|
---|
1144 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
|
---|
1145 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
|
---|
1146 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
|
---|
1147 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
|
---|
1148 | IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
|
---|
1149 | IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
|
---|
1150 | IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
|
---|
1151 | IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
|
---|
1152 | IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
|
---|
1153 | IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
|
---|
1154 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
|
---|
1155 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
|
---|
1156 | IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
|
---|
1157 | IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
|
---|
1158 | IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
|
---|
1159 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
|
---|
1160 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
|
---|
1161 | tmpfloat.f = 1.0f;
|
---|
1162 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
|
---|
1163 | tmpfloat.f = 1.0f;
|
---|
1164 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
|
---|
1165 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
|
---|
1166 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
|
---|
1167 | tmpfloat.f = 1.0f;
|
---|
1168 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
|
---|
1169 | tmpfloat.f = 0.0f;
|
---|
1170 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
|
---|
1171 | tmpfloat.f = 0.0f;
|
---|
1172 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
|
---|
1173 | IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
|
---|
1174 | IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
|
---|
1175 | IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
|
---|
1176 | tmpfloat.f = 1.0f;
|
---|
1177 | IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
|
---|
1178 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
|
---|
1179 | tmpfloat.f = gl_info->limits.pointsize_max;
|
---|
1180 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
|
---|
1181 | IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
|
---|
1182 | IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
|
---|
1183 | tmpfloat.f = 0.0f;
|
---|
1184 | IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
|
---|
1185 | IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
|
---|
1186 | IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
|
---|
1187 | IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
|
---|
1188 | /* states new in d3d9 */
|
---|
1189 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
|
---|
1190 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
|
---|
1191 | tmpfloat.f = 1.0f;
|
---|
1192 | IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
|
---|
1193 | IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
|
---|
1194 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
|
---|
1195 | tmpfloat.f = 0.0f;
|
---|
1196 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
|
---|
1197 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
|
---|
1198 | tmpfloat.f = 1.0f;
|
---|
1199 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
|
---|
1200 | tmpfloat.f = 0.0f;
|
---|
1201 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
|
---|
1202 | IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
|
---|
1203 | IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
|
---|
1204 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
|
---|
1205 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
|
---|
1206 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
|
---|
1207 | IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
|
---|
1208 | IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
|
---|
1209 | IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
|
---|
1210 | IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
|
---|
1211 | IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
|
---|
1212 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
|
---|
1213 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
|
---|
1214 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
|
---|
1215 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
|
---|
1216 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
|
---|
1217 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
|
---|
1218 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
|
---|
1219 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
|
---|
1220 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
|
---|
1221 | IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
|
---|
1222 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
|
---|
1223 | IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
|
---|
1224 | IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
|
---|
1225 | IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
|
---|
1226 |
|
---|
1227 | /* clipping status */
|
---|
1228 | This->clip_status.ClipUnion = 0;
|
---|
1229 | This->clip_status.ClipIntersection = 0xFFFFFFFF;
|
---|
1230 |
|
---|
1231 | /* Texture Stage States - Put directly into state block, we will call function below */
|
---|
1232 | for (i = 0; i < MAX_TEXTURES; i++) {
|
---|
1233 | TRACE("Setting up default texture states for texture Stage %d\n", i);
|
---|
1234 | memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
|
---|
1235 | This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
|
---|
1236 | This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
|
---|
1237 | This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
|
---|
1238 | This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
|
---|
1239 | This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
|
---|
1240 | This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
|
---|
1241 | This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
|
---|
1242 | This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
|
---|
1243 | This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
|
---|
1244 | This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
|
---|
1245 | This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
|
---|
1246 | This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
|
---|
1247 | This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
|
---|
1248 | This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
|
---|
1249 | This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
|
---|
1250 | This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
|
---|
1251 | This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
|
---|
1252 | }
|
---|
1253 | This->lowest_disabled_stage = 1;
|
---|
1254 |
|
---|
1255 | /* Sampler states*/
|
---|
1256 | for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
|
---|
1257 | TRACE("Setting up default samplers states for sampler %d\n", i);
|
---|
1258 | This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
|
---|
1259 | This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
|
---|
1260 | This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
|
---|
1261 | This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
|
---|
1262 | This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
|
---|
1263 | This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
|
---|
1264 | This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
|
---|
1265 | This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
|
---|
1266 | This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
|
---|
1267 | This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
|
---|
1268 | This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
|
---|
1269 | This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
|
---|
1270 | This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
|
---|
1271 | }
|
---|
1272 |
|
---|
1273 | for (i = 0; i < gl_info->limits.textures; ++i)
|
---|
1274 | {
|
---|
1275 | /* Note: This avoids calling SetTexture, so pretend it has been called */
|
---|
1276 | This->changed.textures |= 1 << i;
|
---|
1277 | This->textures[i] = NULL;
|
---|
1278 | }
|
---|
1279 |
|
---|
1280 | /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
|
---|
1281 | hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
|
---|
1282 | if( hr == WINED3D_OK && swapchain != NULL) {
|
---|
1283 | WINED3DVIEWPORT vp;
|
---|
1284 |
|
---|
1285 | hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
|
---|
1286 | if (SUCCEEDED(hr) && backbuffer)
|
---|
1287 | {
|
---|
1288 | WINED3DSURFACE_DESC desc;
|
---|
1289 | RECT scissorrect;
|
---|
1290 |
|
---|
1291 | IWineD3DSurface_GetDesc(backbuffer, &desc);
|
---|
1292 | IWineD3DSurface_Release(backbuffer);
|
---|
1293 |
|
---|
1294 | /* Set the default scissor rect values */
|
---|
1295 | scissorrect.left = 0;
|
---|
1296 | scissorrect.right = desc.width;
|
---|
1297 | scissorrect.top = 0;
|
---|
1298 | scissorrect.bottom = desc.height;
|
---|
1299 | hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
|
---|
1300 | if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
|
---|
1301 | }
|
---|
1302 |
|
---|
1303 | /* Set the default viewport */
|
---|
1304 | vp.X = 0;
|
---|
1305 | vp.Y = 0;
|
---|
1306 | vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
|
---|
1307 | vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
|
---|
1308 | vp.MinZ = 0.0f;
|
---|
1309 | vp.MaxZ = 1.0f;
|
---|
1310 | IWineD3DDevice_SetViewport(device, &vp);
|
---|
1311 |
|
---|
1312 | IWineD3DSwapChain_Release(swapchain);
|
---|
1313 | }
|
---|
1314 |
|
---|
1315 | TRACE("-----------------------> Device defaults now set up...\n");
|
---|
1316 | return WINED3D_OK;
|
---|
1317 | }
|
---|
1318 |
|
---|
1319 | /**********************************************************
|
---|
1320 | * IWineD3DStateBlock VTbl follows
|
---|
1321 | **********************************************************/
|
---|
1322 |
|
---|
1323 | static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
|
---|
1324 | {
|
---|
1325 | /* IUnknown */
|
---|
1326 | IWineD3DStateBlockImpl_QueryInterface,
|
---|
1327 | IWineD3DStateBlockImpl_AddRef,
|
---|
1328 | IWineD3DStateBlockImpl_Release,
|
---|
1329 | /* IWineD3DStateBlock */
|
---|
1330 | IWineD3DStateBlockImpl_Capture,
|
---|
1331 | IWineD3DStateBlockImpl_Apply,
|
---|
1332 | IWineD3DStateBlockImpl_InitStartupStateBlock
|
---|
1333 | };
|
---|
1334 |
|
---|
1335 | HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
|
---|
1336 | {
|
---|
1337 | unsigned int i;
|
---|
1338 | HRESULT hr;
|
---|
1339 |
|
---|
1340 | stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
|
---|
1341 | stateblock->ref = 1;
|
---|
1342 | stateblock->device = device;
|
---|
1343 | stateblock->blockType = type;
|
---|
1344 |
|
---|
1345 | for (i = 0; i < LIGHTMAP_SIZE; i++)
|
---|
1346 | {
|
---|
1347 | list_init(&stateblock->lightMap[i]);
|
---|
1348 | }
|
---|
1349 |
|
---|
1350 | hr = stateblock_allocate_shader_constants(stateblock);
|
---|
1351 | if (FAILED(hr)) return hr;
|
---|
1352 |
|
---|
1353 | /* The WINED3DSBT_INIT stateblock type is used during initialization to
|
---|
1354 | * produce a placeholder stateblock so other functions called can update a
|
---|
1355 | * state block. */
|
---|
1356 | if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
|
---|
1357 |
|
---|
1358 | TRACE("Updating changed flags appropriate for type %#x.\n", type);
|
---|
1359 |
|
---|
1360 | switch (type)
|
---|
1361 | {
|
---|
1362 | case WINED3DSBT_ALL:
|
---|
1363 | stateblock_init_lights(stateblock, device->stateBlock->lightMap);
|
---|
1364 | stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
|
---|
1365 | device->d3d_pshader_constantF);
|
---|
1366 | break;
|
---|
1367 |
|
---|
1368 | case WINED3DSBT_PIXELSTATE:
|
---|
1369 | stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
|
---|
1370 | break;
|
---|
1371 |
|
---|
1372 | case WINED3DSBT_VERTEXSTATE:
|
---|
1373 | stateblock_init_lights(stateblock, device->stateBlock->lightMap);
|
---|
1374 | stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
|
---|
1375 | break;
|
---|
1376 |
|
---|
1377 | default:
|
---|
1378 | FIXME("Unrecognized state block type %#x.\n", type);
|
---|
1379 | break;
|
---|
1380 | }
|
---|
1381 |
|
---|
1382 | stateblock_init_contained_states(stateblock);
|
---|
1383 | IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
|
---|
1384 |
|
---|
1385 | return WINED3D_OK;
|
---|
1386 | }
|
---|