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 | * Oracle 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, Oracle 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 "wine/port.h"
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36 | #include "wined3d_private.h"
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37 |
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38 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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39 |
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40 | static const DWORD pixel_states_render[] =
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41 | {
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42 | WINED3D_RS_ALPHABLENDENABLE,
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43 | WINED3D_RS_ALPHAFUNC,
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44 | WINED3D_RS_ALPHAREF,
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45 | WINED3D_RS_ALPHATESTENABLE,
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46 | WINED3D_RS_ANTIALIASEDLINEENABLE,
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47 | WINED3D_RS_BLENDFACTOR,
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48 | WINED3D_RS_BLENDOP,
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49 | WINED3D_RS_BLENDOPALPHA,
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50 | WINED3D_RS_CCW_STENCILFAIL,
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51 | WINED3D_RS_CCW_STENCILPASS,
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52 | WINED3D_RS_CCW_STENCILZFAIL,
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53 | WINED3D_RS_COLORWRITEENABLE,
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54 | WINED3D_RS_COLORWRITEENABLE1,
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55 | WINED3D_RS_COLORWRITEENABLE2,
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56 | WINED3D_RS_COLORWRITEENABLE3,
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57 | WINED3D_RS_DEPTHBIAS,
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58 | WINED3D_RS_DESTBLEND,
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59 | WINED3D_RS_DESTBLENDALPHA,
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60 | WINED3D_RS_DITHERENABLE,
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61 | WINED3D_RS_FILLMODE,
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62 | WINED3D_RS_FOGDENSITY,
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63 | WINED3D_RS_FOGEND,
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64 | WINED3D_RS_FOGSTART,
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65 | WINED3D_RS_LASTPIXEL,
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66 | WINED3D_RS_SCISSORTESTENABLE,
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67 | WINED3D_RS_SEPARATEALPHABLENDENABLE,
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68 | WINED3D_RS_SHADEMODE,
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69 | WINED3D_RS_SLOPESCALEDEPTHBIAS,
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70 | WINED3D_RS_SRCBLEND,
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71 | WINED3D_RS_SRCBLENDALPHA,
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72 | WINED3D_RS_SRGBWRITEENABLE,
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73 | WINED3D_RS_STENCILENABLE,
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74 | WINED3D_RS_STENCILFAIL,
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75 | WINED3D_RS_STENCILFUNC,
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76 | WINED3D_RS_STENCILMASK,
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77 | WINED3D_RS_STENCILPASS,
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78 | WINED3D_RS_STENCILREF,
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79 | WINED3D_RS_STENCILWRITEMASK,
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80 | WINED3D_RS_STENCILZFAIL,
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81 | WINED3D_RS_TEXTUREFACTOR,
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82 | WINED3D_RS_TWOSIDEDSTENCILMODE,
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83 | WINED3D_RS_WRAP0,
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84 | WINED3D_RS_WRAP1,
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85 | WINED3D_RS_WRAP10,
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86 | WINED3D_RS_WRAP11,
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87 | WINED3D_RS_WRAP12,
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88 | WINED3D_RS_WRAP13,
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89 | WINED3D_RS_WRAP14,
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90 | WINED3D_RS_WRAP15,
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91 | WINED3D_RS_WRAP2,
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92 | WINED3D_RS_WRAP3,
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93 | WINED3D_RS_WRAP4,
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94 | WINED3D_RS_WRAP5,
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95 | WINED3D_RS_WRAP6,
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96 | WINED3D_RS_WRAP7,
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97 | WINED3D_RS_WRAP8,
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98 | WINED3D_RS_WRAP9,
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99 | WINED3D_RS_ZENABLE,
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100 | WINED3D_RS_ZFUNC,
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101 | WINED3D_RS_ZWRITEENABLE,
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102 | };
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103 |
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104 | static const DWORD pixel_states_texture[] =
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105 | {
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106 | WINED3D_TSS_ALPHA_ARG0,
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107 | WINED3D_TSS_ALPHA_ARG1,
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108 | WINED3D_TSS_ALPHA_ARG2,
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109 | WINED3D_TSS_ALPHA_OP,
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110 | WINED3D_TSS_BUMPENV_LOFFSET,
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111 | WINED3D_TSS_BUMPENV_LSCALE,
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112 | WINED3D_TSS_BUMPENV_MAT00,
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113 | WINED3D_TSS_BUMPENV_MAT01,
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114 | WINED3D_TSS_BUMPENV_MAT10,
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115 | WINED3D_TSS_BUMPENV_MAT11,
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116 | WINED3D_TSS_COLOR_ARG0,
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117 | WINED3D_TSS_COLOR_ARG1,
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118 | WINED3D_TSS_COLOR_ARG2,
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119 | WINED3D_TSS_COLOR_OP,
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120 | WINED3D_TSS_RESULT_ARG,
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121 | WINED3D_TSS_TEXCOORD_INDEX,
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122 | WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
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123 | };
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124 |
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125 | static const DWORD pixel_states_sampler[] =
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126 | {
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127 | WINED3D_SAMP_ADDRESS_U,
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128 | WINED3D_SAMP_ADDRESS_V,
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129 | WINED3D_SAMP_ADDRESS_W,
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130 | WINED3D_SAMP_BORDER_COLOR,
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131 | WINED3D_SAMP_MAG_FILTER,
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132 | WINED3D_SAMP_MIN_FILTER,
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133 | WINED3D_SAMP_MIP_FILTER,
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134 | WINED3D_SAMP_MIPMAP_LOD_BIAS,
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135 | WINED3D_SAMP_MAX_MIP_LEVEL,
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136 | WINED3D_SAMP_MAX_ANISOTROPY,
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137 | WINED3D_SAMP_SRGB_TEXTURE,
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138 | WINED3D_SAMP_ELEMENT_INDEX,
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139 | };
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140 |
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141 | static const DWORD vertex_states_render[] =
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142 | {
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143 | WINED3D_RS_ADAPTIVETESS_W,
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144 | WINED3D_RS_ADAPTIVETESS_X,
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145 | WINED3D_RS_ADAPTIVETESS_Y,
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146 | WINED3D_RS_ADAPTIVETESS_Z,
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147 | WINED3D_RS_AMBIENT,
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148 | WINED3D_RS_AMBIENTMATERIALSOURCE,
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149 | WINED3D_RS_CLIPPING,
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150 | WINED3D_RS_CLIPPLANEENABLE,
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151 | WINED3D_RS_COLORVERTEX,
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152 | WINED3D_RS_CULLMODE,
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153 | WINED3D_RS_DIFFUSEMATERIALSOURCE,
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154 | WINED3D_RS_EMISSIVEMATERIALSOURCE,
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155 | WINED3D_RS_ENABLEADAPTIVETESSELLATION,
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156 | WINED3D_RS_FOGCOLOR,
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157 | WINED3D_RS_FOGDENSITY,
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158 | WINED3D_RS_FOGENABLE,
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159 | WINED3D_RS_FOGEND,
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160 | WINED3D_RS_FOGSTART,
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161 | WINED3D_RS_FOGTABLEMODE,
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162 | WINED3D_RS_FOGVERTEXMODE,
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163 | WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
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164 | WINED3D_RS_LIGHTING,
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165 | WINED3D_RS_LOCALVIEWER,
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166 | WINED3D_RS_MAXTESSELLATIONLEVEL,
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167 | WINED3D_RS_MINTESSELLATIONLEVEL,
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168 | WINED3D_RS_MULTISAMPLEANTIALIAS,
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169 | WINED3D_RS_MULTISAMPLEMASK,
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170 | WINED3D_RS_NORMALDEGREE,
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171 | WINED3D_RS_NORMALIZENORMALS,
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172 | WINED3D_RS_PATCHEDGESTYLE,
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173 | WINED3D_RS_POINTSCALE_A,
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174 | WINED3D_RS_POINTSCALE_B,
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175 | WINED3D_RS_POINTSCALE_C,
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176 | WINED3D_RS_POINTSCALEENABLE,
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177 | WINED3D_RS_POINTSIZE,
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178 | WINED3D_RS_POINTSIZE_MAX,
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179 | WINED3D_RS_POINTSIZE_MIN,
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180 | WINED3D_RS_POINTSPRITEENABLE,
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181 | WINED3D_RS_POSITIONDEGREE,
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182 | WINED3D_RS_RANGEFOGENABLE,
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183 | WINED3D_RS_SHADEMODE,
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184 | WINED3D_RS_SPECULARENABLE,
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185 | WINED3D_RS_SPECULARMATERIALSOURCE,
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186 | WINED3D_RS_TWEENFACTOR,
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187 | WINED3D_RS_VERTEXBLEND,
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188 | };
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189 |
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190 | static const DWORD vertex_states_texture[] =
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191 | {
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192 | WINED3D_TSS_TEXCOORD_INDEX,
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193 | WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
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194 | };
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195 |
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196 | static const DWORD vertex_states_sampler[] =
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197 | {
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198 | WINED3D_SAMP_DMAP_OFFSET,
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199 | };
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200 |
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201 | /* Allocates the correct amount of space for pixel and vertex shader constants,
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202 | * along with their set/changed flags on the given stateblock object
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203 | */
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204 | static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
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205 | {
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206 | const struct wined3d_d3d_info *d3d_info = &object->device->adapter->d3d_info;
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207 |
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208 | /* Allocate space for floating point constants */
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209 | object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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210 | sizeof(float) * d3d_info->limits.ps_uniform_count * 4);
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211 | if (!object->state.ps_consts_f) goto fail;
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212 |
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213 | object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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214 | sizeof(BOOL) * d3d_info->limits.ps_uniform_count);
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215 | if (!object->changed.pixelShaderConstantsF) goto fail;
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216 |
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217 | object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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218 | sizeof(float) * d3d_info->limits.vs_uniform_count * 4);
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219 | if (!object->state.vs_consts_f) goto fail;
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220 |
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221 | object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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222 | sizeof(BOOL) * d3d_info->limits.vs_uniform_count);
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223 | if (!object->changed.vertexShaderConstantsF) goto fail;
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224 |
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225 | object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
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226 | sizeof(DWORD) * d3d_info->limits.vs_uniform_count);
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227 | if (!object->contained_vs_consts_f) goto fail;
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228 |
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229 | object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
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230 | sizeof(DWORD) * d3d_info->limits.ps_uniform_count);
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231 | if (!object->contained_ps_consts_f) goto fail;
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232 |
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233 | return WINED3D_OK;
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234 |
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235 | fail:
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236 | ERR("Failed to allocate memory\n");
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237 | HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f);
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238 | HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
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239 | HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
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240 | HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
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241 | HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
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242 | HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
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243 | return E_OUTOFMEMORY;
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244 | }
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245 |
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246 | static inline void stateblock_set_bits(DWORD *map, UINT map_size)
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247 | {
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248 | DWORD mask = (1 << (map_size & 0x1f)) - 1;
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249 | memset(map, 0xff, (map_size >> 5) * sizeof(*map));
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250 | if (mask) map[map_size >> 5] = mask;
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251 | }
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252 |
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253 | /* Set all members of a stateblock savedstate to the given value */
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254 | static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
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255 | {
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256 | unsigned int i;
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257 |
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258 | /* Single values */
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259 | states->primitive_type = 1;
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260 | states->indices = 1;
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261 | states->material = 1;
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262 | states->viewport = 1;
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263 | states->vertexDecl = 1;
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264 | states->pixelShader = 1;
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265 | states->vertexShader = 1;
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266 | states->scissorRect = 1;
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267 |
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268 | /* Fixed size arrays */
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269 | states->streamSource = 0xffff;
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270 | states->streamFreq = 0xffff;
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271 | states->textures = 0xfffff;
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272 | stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
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273 | stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
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274 | for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
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275 | for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
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276 | states->clipplane = 0xffffffff;
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277 | states->pixelShaderConstantsB = 0xffff;
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278 | states->pixelShaderConstantsI = 0xffff;
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279 | states->vertexShaderConstantsB = 0xffff;
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280 | states->vertexShaderConstantsI = 0xffff;
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281 |
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282 | /* Dynamically sized arrays */
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283 | memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
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284 | memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
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285 | }
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286 |
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287 | static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
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288 | {
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289 | DWORD texture_mask = 0;
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290 | WORD sampler_mask = 0;
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291 | unsigned int i;
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292 |
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293 | states->pixelShader = 1;
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294 |
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295 | for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
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296 | {
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297 | DWORD rs = pixel_states_render[i];
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298 | states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
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299 | }
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300 |
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301 | for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
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302 | texture_mask |= 1 << pixel_states_texture[i];
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303 | for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
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304 | for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
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305 | sampler_mask |= 1 << pixel_states_sampler[i];
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306 | for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
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307 | states->pixelShaderConstantsB = 0xffff;
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308 | states->pixelShaderConstantsI = 0xffff;
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309 |
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310 | memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
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311 | }
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312 |
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313 | static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
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314 | {
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315 | DWORD texture_mask = 0;
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316 | WORD sampler_mask = 0;
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317 | unsigned int i;
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318 |
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319 | states->vertexDecl = 1;
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320 | states->vertexShader = 1;
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321 |
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322 | for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
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323 | {
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324 | DWORD rs = vertex_states_render[i];
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325 | states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
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326 | }
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327 |
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328 | for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
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329 | texture_mask |= 1 << vertex_states_texture[i];
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330 | for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
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331 | for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
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332 | sampler_mask |= 1 << vertex_states_sampler[i];
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333 | for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
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334 | states->vertexShaderConstantsB = 0xffff;
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335 | states->vertexShaderConstantsI = 0xffff;
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336 |
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337 | memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
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338 | }
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339 |
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340 | void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
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341 | {
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342 | const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
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343 | unsigned int i, j;
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344 |
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345 | for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
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346 | {
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347 | DWORD map = stateblock->changed.renderState[i];
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348 | for (j = 0; map; map >>= 1, ++j)
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349 | {
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350 | if (!(map & 1)) continue;
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351 |
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352 | stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
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353 | ++stateblock->num_contained_render_states;
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354 | }
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355 | }
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356 |
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357 | for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
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358 | {
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359 | DWORD map = stateblock->changed.transform[i];
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360 | for (j = 0; map; map >>= 1, ++j)
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361 | {
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362 | if (!(map & 1)) continue;
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363 |
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364 | stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
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365 | ++stateblock->num_contained_transform_states;
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366 | }
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367 | }
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368 |
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369 | for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
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370 | {
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371 | if (stateblock->changed.vertexShaderConstantsF[i])
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372 | {
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373 | stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
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374 | ++stateblock->num_contained_vs_consts_f;
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375 | }
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376 | }
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377 |
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378 | for (i = 0; i < MAX_CONST_I; ++i)
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379 | {
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380 | if (stateblock->changed.vertexShaderConstantsI & (1 << i))
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381 | {
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382 | stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
|
---|
383 | ++stateblock->num_contained_vs_consts_i;
|
---|
384 | }
|
---|
385 | }
|
---|
386 |
|
---|
387 | for (i = 0; i < MAX_CONST_B; ++i)
|
---|
388 | {
|
---|
389 | if (stateblock->changed.vertexShaderConstantsB & (1 << i))
|
---|
390 | {
|
---|
391 | stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
|
---|
392 | ++stateblock->num_contained_vs_consts_b;
|
---|
393 | }
|
---|
394 | }
|
---|
395 |
|
---|
396 | for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
|
---|
397 | {
|
---|
398 | if (stateblock->changed.pixelShaderConstantsF[i])
|
---|
399 | {
|
---|
400 | stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
|
---|
401 | ++stateblock->num_contained_ps_consts_f;
|
---|
402 | }
|
---|
403 | }
|
---|
404 |
|
---|
405 | for (i = 0; i < MAX_CONST_I; ++i)
|
---|
406 | {
|
---|
407 | if (stateblock->changed.pixelShaderConstantsI & (1 << i))
|
---|
408 | {
|
---|
409 | stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
|
---|
410 | ++stateblock->num_contained_ps_consts_i;
|
---|
411 | }
|
---|
412 | }
|
---|
413 |
|
---|
414 | for (i = 0; i < MAX_CONST_B; ++i)
|
---|
415 | {
|
---|
416 | if (stateblock->changed.pixelShaderConstantsB & (1 << i))
|
---|
417 | {
|
---|
418 | stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
|
---|
419 | ++stateblock->num_contained_ps_consts_b;
|
---|
420 | }
|
---|
421 | }
|
---|
422 |
|
---|
423 | for (i = 0; i < MAX_TEXTURES; ++i)
|
---|
424 | {
|
---|
425 | DWORD map = stateblock->changed.textureState[i];
|
---|
426 |
|
---|
427 | for(j = 0; map; map >>= 1, ++j)
|
---|
428 | {
|
---|
429 | if (!(map & 1)) continue;
|
---|
430 |
|
---|
431 | stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
|
---|
432 | stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
|
---|
433 | ++stateblock->num_contained_tss_states;
|
---|
434 | }
|
---|
435 | }
|
---|
436 |
|
---|
437 | for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
|
---|
438 | {
|
---|
439 | DWORD map = stateblock->changed.samplerState[i];
|
---|
440 |
|
---|
441 | for (j = 0; map; map >>= 1, ++j)
|
---|
442 | {
|
---|
443 | if (!(map & 1)) continue;
|
---|
444 |
|
---|
445 | stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
|
---|
446 | stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
|
---|
447 | ++stateblock->num_contained_sampler_states;
|
---|
448 | }
|
---|
449 | }
|
---|
450 | }
|
---|
451 |
|
---|
452 | static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
|
---|
453 | {
|
---|
454 | unsigned int i;
|
---|
455 |
|
---|
456 | for (i = 0; i < LIGHTMAP_SIZE; ++i)
|
---|
457 | {
|
---|
458 | const struct wined3d_light_info *src_light;
|
---|
459 |
|
---|
460 | LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
|
---|
461 | {
|
---|
462 | struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
|
---|
463 |
|
---|
464 | *dst_light = *src_light;
|
---|
465 | list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
|
---|
466 | }
|
---|
467 | }
|
---|
468 | }
|
---|
469 |
|
---|
470 | ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
|
---|
471 | {
|
---|
472 | ULONG refcount = InterlockedIncrement(&stateblock->ref);
|
---|
473 |
|
---|
474 | TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
|
---|
475 |
|
---|
476 | return refcount;
|
---|
477 | }
|
---|
478 |
|
---|
479 | void stateblock_unbind_resources(struct wined3d_stateblock *stateblock)
|
---|
480 | {
|
---|
481 | struct wined3d_state *state = &stateblock->state;
|
---|
482 | struct wined3d_vertex_declaration *decl;
|
---|
483 | struct wined3d_sampler *sampler;
|
---|
484 | struct wined3d_texture *texture;
|
---|
485 | struct wined3d_buffer *buffer;
|
---|
486 | struct wined3d_shader *shader;
|
---|
487 | unsigned int i;
|
---|
488 |
|
---|
489 | if ((decl = state->vertex_declaration))
|
---|
490 | {
|
---|
491 | state->vertex_declaration = NULL;
|
---|
492 | wined3d_vertex_declaration_decref(decl);
|
---|
493 | }
|
---|
494 |
|
---|
495 | for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
|
---|
496 | {
|
---|
497 | if ((texture = state->textures[i]))
|
---|
498 | {
|
---|
499 | state->textures[i] = NULL;
|
---|
500 | wined3d_texture_decref(texture);
|
---|
501 | }
|
---|
502 | }
|
---|
503 |
|
---|
504 | for (i = 0; i < MAX_STREAM_OUT; ++i)
|
---|
505 | {
|
---|
506 | if ((buffer = state->stream_output[i].buffer))
|
---|
507 | {
|
---|
508 | state->stream_output[i].buffer = NULL;
|
---|
509 | wined3d_buffer_decref(buffer);
|
---|
510 | }
|
---|
511 | }
|
---|
512 |
|
---|
513 | for (i = 0; i < MAX_STREAMS; ++i)
|
---|
514 | {
|
---|
515 | if ((buffer = state->streams[i].buffer))
|
---|
516 | {
|
---|
517 | state->streams[i].buffer = NULL;
|
---|
518 | wined3d_buffer_decref(buffer);
|
---|
519 | }
|
---|
520 | }
|
---|
521 |
|
---|
522 | if ((buffer = state->index_buffer))
|
---|
523 | {
|
---|
524 | state->index_buffer = NULL;
|
---|
525 | wined3d_buffer_decref(buffer);
|
---|
526 | }
|
---|
527 |
|
---|
528 | if ((shader = state->vertex_shader))
|
---|
529 | {
|
---|
530 | state->vertex_shader = NULL;
|
---|
531 | wined3d_shader_decref(shader);
|
---|
532 | }
|
---|
533 |
|
---|
534 | for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
|
---|
535 | {
|
---|
536 | if ((buffer = state->vs_cb[i]))
|
---|
537 | {
|
---|
538 | state->vs_cb[i] = NULL;
|
---|
539 | wined3d_buffer_decref(buffer);
|
---|
540 | }
|
---|
541 | }
|
---|
542 |
|
---|
543 | for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
|
---|
544 | {
|
---|
545 | if ((sampler = state->vs_sampler[i]))
|
---|
546 | {
|
---|
547 | state->vs_sampler[i] = NULL;
|
---|
548 | wined3d_sampler_decref(sampler);
|
---|
549 | }
|
---|
550 | }
|
---|
551 |
|
---|
552 | if ((shader = state->geometry_shader))
|
---|
553 | {
|
---|
554 | state->geometry_shader = NULL;
|
---|
555 | wined3d_shader_decref(shader);
|
---|
556 | }
|
---|
557 |
|
---|
558 | for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
|
---|
559 | {
|
---|
560 | if ((buffer = state->gs_cb[i]))
|
---|
561 | {
|
---|
562 | state->gs_cb[i] = NULL;
|
---|
563 | wined3d_buffer_decref(buffer);
|
---|
564 | }
|
---|
565 | }
|
---|
566 |
|
---|
567 | for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
|
---|
568 | {
|
---|
569 | if ((sampler = state->gs_sampler[i]))
|
---|
570 | {
|
---|
571 | state->gs_sampler[i] = NULL;
|
---|
572 | wined3d_sampler_decref(sampler);
|
---|
573 | }
|
---|
574 | }
|
---|
575 |
|
---|
576 | if ((shader = state->pixel_shader))
|
---|
577 | {
|
---|
578 | state->pixel_shader = NULL;
|
---|
579 | wined3d_shader_decref(shader);
|
---|
580 | }
|
---|
581 |
|
---|
582 | for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
|
---|
583 | {
|
---|
584 | if ((sampler = state->ps_sampler[i]))
|
---|
585 | {
|
---|
586 | state->ps_sampler[i] = NULL;
|
---|
587 | wined3d_sampler_decref(sampler);
|
---|
588 | }
|
---|
589 | }
|
---|
590 |
|
---|
591 | for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
|
---|
592 | {
|
---|
593 | if ((buffer = state->ps_cb[i]))
|
---|
594 | {
|
---|
595 | state->ps_cb[i] = NULL;
|
---|
596 | wined3d_buffer_decref(buffer);
|
---|
597 | }
|
---|
598 | }
|
---|
599 | }
|
---|
600 |
|
---|
601 | ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
|
---|
602 | {
|
---|
603 | ULONG refcount = InterlockedDecrement(&stateblock->ref);
|
---|
604 |
|
---|
605 | TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
|
---|
606 |
|
---|
607 | if (!refcount)
|
---|
608 | {
|
---|
609 | int counter;
|
---|
610 |
|
---|
611 | stateblock_unbind_resources(stateblock);
|
---|
612 |
|
---|
613 | for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
|
---|
614 | {
|
---|
615 | struct list *e1, *e2;
|
---|
616 | LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter])
|
---|
617 | {
|
---|
618 | struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
|
---|
619 | list_remove(&light->entry);
|
---|
620 | HeapFree(GetProcessHeap(), 0, light);
|
---|
621 | }
|
---|
622 | }
|
---|
623 |
|
---|
624 | HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f);
|
---|
625 | HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
|
---|
626 | HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f);
|
---|
627 | HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
|
---|
628 | HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
|
---|
629 | HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
|
---|
630 | HeapFree(GetProcessHeap(), 0, stateblock);
|
---|
631 | }
|
---|
632 |
|
---|
633 | return refcount;
|
---|
634 | }
|
---|
635 |
|
---|
636 | static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
|
---|
637 | {
|
---|
638 | UINT i;
|
---|
639 |
|
---|
640 | /* Lights... For a recorded state block, we just had a chain of actions
|
---|
641 | * to perform, so we need to walk that chain and update any actions which
|
---|
642 | * differ. */
|
---|
643 | for (i = 0; i < LIGHTMAP_SIZE; ++i)
|
---|
644 | {
|
---|
645 | struct list *e, *f;
|
---|
646 | LIST_FOR_EACH(e, &dst_state->light_map[i])
|
---|
647 | {
|
---|
648 | BOOL updated = FALSE;
|
---|
649 | struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
|
---|
650 |
|
---|
651 | /* Look up the light in the destination */
|
---|
652 | LIST_FOR_EACH(f, &src_state->light_map[i])
|
---|
653 | {
|
---|
654 | realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
|
---|
655 | if (realLight->OriginalIndex == src->OriginalIndex)
|
---|
656 | {
|
---|
657 | src->OriginalParms = realLight->OriginalParms;
|
---|
658 |
|
---|
659 | if (realLight->glIndex == -1 && src->glIndex != -1)
|
---|
660 | {
|
---|
661 | /* Light disabled */
|
---|
662 | dst_state->lights[src->glIndex] = NULL;
|
---|
663 | }
|
---|
664 | else if (realLight->glIndex != -1 && src->glIndex == -1)
|
---|
665 | {
|
---|
666 | /* Light enabled */
|
---|
667 | dst_state->lights[realLight->glIndex] = src;
|
---|
668 | }
|
---|
669 | src->glIndex = realLight->glIndex;
|
---|
670 | updated = TRUE;
|
---|
671 | break;
|
---|
672 | }
|
---|
673 | }
|
---|
674 |
|
---|
675 | if (!updated)
|
---|
676 | {
|
---|
677 | /* This can happen if the light was originally created as a
|
---|
678 | * default light for SetLightEnable() while recording. */
|
---|
679 | WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
|
---|
680 | src->OriginalIndex, dst_state, src_state);
|
---|
681 |
|
---|
682 | src->OriginalParms = WINED3D_default_light;
|
---|
683 | if (src->glIndex != -1)
|
---|
684 | {
|
---|
685 | dst_state->lights[src->glIndex] = NULL;
|
---|
686 | src->glIndex = -1;
|
---|
687 | }
|
---|
688 | }
|
---|
689 | }
|
---|
690 | }
|
---|
691 | }
|
---|
692 |
|
---|
693 | void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
|
---|
694 | {
|
---|
695 | const struct wined3d_state *src_state = &stateblock->device->stateBlock->state;
|
---|
696 | unsigned int i;
|
---|
697 | DWORD map;
|
---|
698 |
|
---|
699 | TRACE("stateblock %p.\n", stateblock);
|
---|
700 |
|
---|
701 | TRACE("Capturing state %p.\n", src_state);
|
---|
702 |
|
---|
703 | if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
|
---|
704 | {
|
---|
705 | TRACE("Updating vertex shader from %p to %p\n",
|
---|
706 | stateblock->state.vertex_shader, src_state->vertex_shader);
|
---|
707 |
|
---|
708 | if (src_state->vertex_shader)
|
---|
709 | wined3d_shader_incref(src_state->vertex_shader);
|
---|
710 | if (stateblock->state.vertex_shader)
|
---|
711 | wined3d_shader_decref(stateblock->state.vertex_shader);
|
---|
712 | stateblock->state.vertex_shader = src_state->vertex_shader;
|
---|
713 | }
|
---|
714 |
|
---|
715 | /* Vertex shader float constants. */
|
---|
716 | for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
|
---|
717 | {
|
---|
718 | unsigned int idx = stateblock->contained_vs_consts_f[i];
|
---|
719 |
|
---|
720 | TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
|
---|
721 | src_state->vs_consts_f[idx * 4 + 0],
|
---|
722 | src_state->vs_consts_f[idx * 4 + 1],
|
---|
723 | src_state->vs_consts_f[idx * 4 + 2],
|
---|
724 | src_state->vs_consts_f[idx * 4 + 3]);
|
---|
725 |
|
---|
726 | stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
|
---|
727 | stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
|
---|
728 | stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
|
---|
729 | stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
|
---|
730 | }
|
---|
731 |
|
---|
732 | /* Vertex shader integer constants. */
|
---|
733 | for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
|
---|
734 | {
|
---|
735 | unsigned int idx = stateblock->contained_vs_consts_i[i];
|
---|
736 |
|
---|
737 | TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
|
---|
738 | src_state->vs_consts_i[idx * 4 + 0],
|
---|
739 | src_state->vs_consts_i[idx * 4 + 1],
|
---|
740 | src_state->vs_consts_i[idx * 4 + 2],
|
---|
741 | src_state->vs_consts_i[idx * 4 + 3]);
|
---|
742 |
|
---|
743 | stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
|
---|
744 | stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
|
---|
745 | stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
|
---|
746 | stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
|
---|
747 | }
|
---|
748 |
|
---|
749 | /* Vertex shader boolean constants. */
|
---|
750 | for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
|
---|
751 | {
|
---|
752 | unsigned int idx = stateblock->contained_vs_consts_b[i];
|
---|
753 |
|
---|
754 | TRACE("Setting vs_consts_b[%u] to %s.\n",
|
---|
755 | idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
|
---|
756 |
|
---|
757 | stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
|
---|
758 | }
|
---|
759 |
|
---|
760 | /* Pixel shader float constants. */
|
---|
761 | for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
|
---|
762 | {
|
---|
763 | unsigned int idx = stateblock->contained_ps_consts_f[i];
|
---|
764 |
|
---|
765 | TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
|
---|
766 | src_state->ps_consts_f[idx * 4 + 0],
|
---|
767 | src_state->ps_consts_f[idx * 4 + 1],
|
---|
768 | src_state->ps_consts_f[idx * 4 + 2],
|
---|
769 | src_state->ps_consts_f[idx * 4 + 3]);
|
---|
770 |
|
---|
771 | stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
|
---|
772 | stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
|
---|
773 | stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
|
---|
774 | stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
|
---|
775 | }
|
---|
776 |
|
---|
777 | /* Pixel shader integer constants. */
|
---|
778 | for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
|
---|
779 | {
|
---|
780 | unsigned int idx = stateblock->contained_ps_consts_i[i];
|
---|
781 | TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
|
---|
782 | src_state->ps_consts_i[idx * 4 + 0],
|
---|
783 | src_state->ps_consts_i[idx * 4 + 1],
|
---|
784 | src_state->ps_consts_i[idx * 4 + 2],
|
---|
785 | src_state->ps_consts_i[idx * 4 + 3]);
|
---|
786 |
|
---|
787 | stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
|
---|
788 | stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
|
---|
789 | stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
|
---|
790 | stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
|
---|
791 | }
|
---|
792 |
|
---|
793 | /* Pixel shader boolean constants. */
|
---|
794 | for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
|
---|
795 | {
|
---|
796 | unsigned int idx = stateblock->contained_ps_consts_b[i];
|
---|
797 | TRACE("Setting ps_consts_b[%u] to %s.\n",
|
---|
798 | idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
|
---|
799 |
|
---|
800 | stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
|
---|
801 | }
|
---|
802 |
|
---|
803 | /* Others + Render & Texture */
|
---|
804 | for (i = 0; i < stateblock->num_contained_transform_states; ++i)
|
---|
805 | {
|
---|
806 | enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
|
---|
807 |
|
---|
808 | TRACE("Updating transform %#x.\n", transform);
|
---|
809 |
|
---|
810 | stateblock->state.transforms[transform] = src_state->transforms[transform];
|
---|
811 | }
|
---|
812 |
|
---|
813 | if (stateblock->changed.primitive_type)
|
---|
814 | stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
|
---|
815 |
|
---|
816 | if (stateblock->changed.indices
|
---|
817 | && ((stateblock->state.index_buffer != src_state->index_buffer)
|
---|
818 | || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
|
---|
819 | || (stateblock->state.index_format != src_state->index_format)))
|
---|
820 | {
|
---|
821 | TRACE("Updating index buffer to %p, base vertex index to %d.\n",
|
---|
822 | src_state->index_buffer, src_state->base_vertex_index);
|
---|
823 |
|
---|
824 | if (src_state->index_buffer)
|
---|
825 | wined3d_buffer_incref(src_state->index_buffer);
|
---|
826 | if (stateblock->state.index_buffer)
|
---|
827 | wined3d_buffer_decref(stateblock->state.index_buffer);
|
---|
828 | stateblock->state.index_buffer = src_state->index_buffer;
|
---|
829 | stateblock->state.base_vertex_index = src_state->base_vertex_index;
|
---|
830 | stateblock->state.index_format = src_state->index_format;
|
---|
831 | }
|
---|
832 |
|
---|
833 | if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
|
---|
834 | {
|
---|
835 | TRACE("Updating vertex declaration from %p to %p.\n",
|
---|
836 | stateblock->state.vertex_declaration, src_state->vertex_declaration);
|
---|
837 |
|
---|
838 | if (src_state->vertex_declaration)
|
---|
839 | wined3d_vertex_declaration_incref(src_state->vertex_declaration);
|
---|
840 | if (stateblock->state.vertex_declaration)
|
---|
841 | wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
|
---|
842 | stateblock->state.vertex_declaration = src_state->vertex_declaration;
|
---|
843 | }
|
---|
844 |
|
---|
845 | if (stateblock->changed.material
|
---|
846 | && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
|
---|
847 | {
|
---|
848 | TRACE("Updating material.\n");
|
---|
849 |
|
---|
850 | stateblock->state.material = src_state->material;
|
---|
851 | }
|
---|
852 |
|
---|
853 | if (stateblock->changed.viewport
|
---|
854 | && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
|
---|
855 | {
|
---|
856 | TRACE("Updating viewport.\n");
|
---|
857 |
|
---|
858 | stateblock->state.viewport = src_state->viewport;
|
---|
859 | }
|
---|
860 |
|
---|
861 | if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
|
---|
862 | &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
|
---|
863 | {
|
---|
864 | TRACE("Updating scissor rect.\n");
|
---|
865 |
|
---|
866 | stateblock->state.scissor_rect = src_state->scissor_rect;
|
---|
867 | }
|
---|
868 |
|
---|
869 | map = stateblock->changed.streamSource;
|
---|
870 | for (i = 0; map; map >>= 1, ++i)
|
---|
871 | {
|
---|
872 | if (!(map & 1)) continue;
|
---|
873 |
|
---|
874 | if (stateblock->state.streams[i].stride != src_state->streams[i].stride
|
---|
875 | || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
|
---|
876 | {
|
---|
877 | TRACE("Updating stream source %u to %p, stride to %u.\n",
|
---|
878 | i, src_state->streams[i].buffer,
|
---|
879 | src_state->streams[i].stride);
|
---|
880 |
|
---|
881 | stateblock->state.streams[i].stride = src_state->streams[i].stride;
|
---|
882 | if (src_state->streams[i].buffer)
|
---|
883 | wined3d_buffer_incref(src_state->streams[i].buffer);
|
---|
884 | if (stateblock->state.streams[i].buffer)
|
---|
885 | wined3d_buffer_decref(stateblock->state.streams[i].buffer);
|
---|
886 | stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
|
---|
887 | }
|
---|
888 | }
|
---|
889 |
|
---|
890 | map = stateblock->changed.streamFreq;
|
---|
891 | for (i = 0; map; map >>= 1, ++i)
|
---|
892 | {
|
---|
893 | if (!(map & 1)) continue;
|
---|
894 |
|
---|
895 | if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
|
---|
896 | || stateblock->state.streams[i].flags != src_state->streams[i].flags)
|
---|
897 | {
|
---|
898 | TRACE("Updating stream frequency %u to %u flags to %#x.\n",
|
---|
899 | i, src_state->streams[i].frequency, src_state->streams[i].flags);
|
---|
900 |
|
---|
901 | stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
|
---|
902 | stateblock->state.streams[i].flags = src_state->streams[i].flags;
|
---|
903 | }
|
---|
904 | }
|
---|
905 |
|
---|
906 | map = stateblock->changed.clipplane;
|
---|
907 | for (i = 0; map; map >>= 1, ++i)
|
---|
908 | {
|
---|
909 | if (!(map & 1)) continue;
|
---|
910 |
|
---|
911 | if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
|
---|
912 | {
|
---|
913 | TRACE("Updating clipplane %u.\n", i);
|
---|
914 | stateblock->state.clip_planes[i] = src_state->clip_planes[i];
|
---|
915 | }
|
---|
916 | }
|
---|
917 |
|
---|
918 | /* Render */
|
---|
919 | for (i = 0; i < stateblock->num_contained_render_states; ++i)
|
---|
920 | {
|
---|
921 | enum wined3d_render_state rs = stateblock->contained_render_states[i];
|
---|
922 |
|
---|
923 | TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
|
---|
924 |
|
---|
925 | stateblock->state.render_states[rs] = src_state->render_states[rs];
|
---|
926 | }
|
---|
927 |
|
---|
928 | /* Texture states */
|
---|
929 | for (i = 0; i < stateblock->num_contained_tss_states; ++i)
|
---|
930 | {
|
---|
931 | DWORD stage = stateblock->contained_tss_states[i].stage;
|
---|
932 | DWORD state = stateblock->contained_tss_states[i].state;
|
---|
933 |
|
---|
934 | TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
|
---|
935 | src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
|
---|
936 |
|
---|
937 | stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
|
---|
938 | }
|
---|
939 |
|
---|
940 | /* Samplers */
|
---|
941 | map = stateblock->changed.textures;
|
---|
942 | for (i = 0; map; map >>= 1, ++i)
|
---|
943 | {
|
---|
944 | if (!(map & 1)) continue;
|
---|
945 |
|
---|
946 | TRACE("Updating texture %u to %p (was %p).\n",
|
---|
947 | i, src_state->textures[i], stateblock->state.textures[i]);
|
---|
948 |
|
---|
949 | if (src_state->textures[i])
|
---|
950 | wined3d_texture_incref(src_state->textures[i]);
|
---|
951 | if (stateblock->state.textures[i])
|
---|
952 | wined3d_texture_decref(stateblock->state.textures[i]);
|
---|
953 | stateblock->state.textures[i] = src_state->textures[i];
|
---|
954 | }
|
---|
955 |
|
---|
956 | for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
|
---|
957 | {
|
---|
958 | DWORD stage = stateblock->contained_sampler_states[i].stage;
|
---|
959 | DWORD state = stateblock->contained_sampler_states[i].state;
|
---|
960 |
|
---|
961 | TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
|
---|
962 | src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
|
---|
963 |
|
---|
964 | stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
|
---|
965 | }
|
---|
966 |
|
---|
967 | if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
|
---|
968 | {
|
---|
969 | if (src_state->pixel_shader)
|
---|
970 | wined3d_shader_incref(src_state->pixel_shader);
|
---|
971 | if (stateblock->state.pixel_shader)
|
---|
972 | wined3d_shader_decref(stateblock->state.pixel_shader);
|
---|
973 | stateblock->state.pixel_shader = src_state->pixel_shader;
|
---|
974 | }
|
---|
975 |
|
---|
976 | wined3d_state_record_lights(&stateblock->state, src_state);
|
---|
977 |
|
---|
978 | TRACE("Capture done.\n");
|
---|
979 | }
|
---|
980 |
|
---|
981 | static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
|
---|
982 | {
|
---|
983 | UINT i;
|
---|
984 |
|
---|
985 | for (i = 0; i < LIGHTMAP_SIZE; ++i)
|
---|
986 | {
|
---|
987 | struct list *e;
|
---|
988 |
|
---|
989 | LIST_FOR_EACH(e, &state->light_map[i])
|
---|
990 | {
|
---|
991 | const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
---|
992 |
|
---|
993 | wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
|
---|
994 | wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
|
---|
995 | }
|
---|
996 | }
|
---|
997 | }
|
---|
998 |
|
---|
999 | void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
|
---|
1000 | {
|
---|
1001 | struct wined3d_device *device = stateblock->device;
|
---|
1002 | unsigned int i;
|
---|
1003 | DWORD map;
|
---|
1004 |
|
---|
1005 | TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
|
---|
1006 |
|
---|
1007 | if (stateblock->changed.vertexShader)
|
---|
1008 | wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader);
|
---|
1009 |
|
---|
1010 | /* Vertex Shader Constants. */
|
---|
1011 | for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
|
---|
1012 | {
|
---|
1013 | wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
|
---|
1014 | stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
|
---|
1015 | }
|
---|
1016 | for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
|
---|
1017 | {
|
---|
1018 | wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
|
---|
1019 | stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
|
---|
1020 | }
|
---|
1021 | for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
|
---|
1022 | {
|
---|
1023 | wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
|
---|
1024 | stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
|
---|
1025 | }
|
---|
1026 |
|
---|
1027 | apply_lights(device, &stateblock->state);
|
---|
1028 |
|
---|
1029 | if (stateblock->changed.pixelShader)
|
---|
1030 | wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader);
|
---|
1031 |
|
---|
1032 | /* Pixel Shader Constants. */
|
---|
1033 | for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
|
---|
1034 | {
|
---|
1035 | wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
|
---|
1036 | stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
|
---|
1037 | }
|
---|
1038 | for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
|
---|
1039 | {
|
---|
1040 | wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
|
---|
1041 | stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
|
---|
1042 | }
|
---|
1043 | for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
|
---|
1044 | {
|
---|
1045 | wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
|
---|
1046 | stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
|
---|
1047 | }
|
---|
1048 |
|
---|
1049 | /* Render states. */
|
---|
1050 | for (i = 0; i < stateblock->num_contained_render_states; ++i)
|
---|
1051 | {
|
---|
1052 | wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
|
---|
1053 | stateblock->state.render_states[stateblock->contained_render_states[i]]);
|
---|
1054 | }
|
---|
1055 |
|
---|
1056 | /* Texture states. */
|
---|
1057 | for (i = 0; i < stateblock->num_contained_tss_states; ++i)
|
---|
1058 | {
|
---|
1059 | DWORD stage = stateblock->contained_tss_states[i].stage;
|
---|
1060 | DWORD state = stateblock->contained_tss_states[i].state;
|
---|
1061 |
|
---|
1062 | wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
|
---|
1063 | }
|
---|
1064 |
|
---|
1065 | /* Sampler states. */
|
---|
1066 | for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
|
---|
1067 | {
|
---|
1068 | DWORD stage = stateblock->contained_sampler_states[i].stage;
|
---|
1069 | DWORD state = stateblock->contained_sampler_states[i].state;
|
---|
1070 | DWORD value = stateblock->state.sampler_states[stage][state];
|
---|
1071 |
|
---|
1072 | if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
|
---|
1073 | wined3d_device_set_sampler_state(device, stage, state, value);
|
---|
1074 | }
|
---|
1075 |
|
---|
1076 | /* Transform states. */
|
---|
1077 | for (i = 0; i < stateblock->num_contained_transform_states; ++i)
|
---|
1078 | {
|
---|
1079 | wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
|
---|
1080 | &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
|
---|
1081 | }
|
---|
1082 |
|
---|
1083 | if (stateblock->changed.primitive_type)
|
---|
1084 | {
|
---|
1085 | GLenum gl_primitive_type, prev;
|
---|
1086 |
|
---|
1087 | device->updateStateBlock->changed.primitive_type = TRUE;
|
---|
1088 | gl_primitive_type = stateblock->state.gl_primitive_type;
|
---|
1089 | prev = device->updateStateBlock->state.gl_primitive_type;
|
---|
1090 | device->updateStateBlock->state.gl_primitive_type = gl_primitive_type;
|
---|
1091 | if (gl_primitive_type != prev && (gl_primitive_type == GL_POINTS || prev == GL_POINTS))
|
---|
1092 | device_invalidate_state(device, STATE_POINT_SIZE_ENABLE);
|
---|
1093 | }
|
---|
1094 |
|
---|
1095 | if (stateblock->changed.indices)
|
---|
1096 | {
|
---|
1097 | wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format);
|
---|
1098 | wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
|
---|
1099 | }
|
---|
1100 |
|
---|
1101 | if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
|
---|
1102 | wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
|
---|
1103 |
|
---|
1104 | if (stateblock->changed.material)
|
---|
1105 | wined3d_device_set_material(device, &stateblock->state.material);
|
---|
1106 |
|
---|
1107 | if (stateblock->changed.viewport)
|
---|
1108 | wined3d_device_set_viewport(device, &stateblock->state.viewport);
|
---|
1109 |
|
---|
1110 | if (stateblock->changed.scissorRect)
|
---|
1111 | wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
|
---|
1112 |
|
---|
1113 | map = stateblock->changed.streamSource;
|
---|
1114 | for (i = 0; map; map >>= 1, ++i)
|
---|
1115 | {
|
---|
1116 | if (map & 1)
|
---|
1117 | wined3d_device_set_stream_source(device, i,
|
---|
1118 | stateblock->state.streams[i].buffer,
|
---|
1119 | 0, stateblock->state.streams[i].stride);
|
---|
1120 | }
|
---|
1121 |
|
---|
1122 | map = stateblock->changed.streamFreq;
|
---|
1123 | for (i = 0; map; map >>= 1, ++i)
|
---|
1124 | {
|
---|
1125 | if (map & 1)
|
---|
1126 | wined3d_device_set_stream_source_freq(device, i,
|
---|
1127 | stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
|
---|
1128 | }
|
---|
1129 |
|
---|
1130 | map = stateblock->changed.textures;
|
---|
1131 | for (i = 0; map; map >>= 1, ++i)
|
---|
1132 | {
|
---|
1133 | DWORD stage;
|
---|
1134 |
|
---|
1135 | if (!(map & 1)) continue;
|
---|
1136 |
|
---|
1137 | stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
|
---|
1138 | wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
|
---|
1139 | }
|
---|
1140 |
|
---|
1141 | map = stateblock->changed.clipplane;
|
---|
1142 | for (i = 0; map; map >>= 1, ++i)
|
---|
1143 | {
|
---|
1144 | if (!(map & 1)) continue;
|
---|
1145 |
|
---|
1146 | wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
|
---|
1147 | }
|
---|
1148 |
|
---|
1149 | stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
|
---|
1150 | for (i = 0; i < MAX_TEXTURES - 1; ++i)
|
---|
1151 | {
|
---|
1152 | if (stateblock->device->stateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
|
---|
1153 | {
|
---|
1154 | stateblock->device->stateBlock->state.lowest_disabled_stage = i;
|
---|
1155 | break;
|
---|
1156 | }
|
---|
1157 | }
|
---|
1158 |
|
---|
1159 | TRACE("Applied stateblock %p.\n", stateblock);
|
---|
1160 | }
|
---|
1161 |
|
---|
1162 | void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
|
---|
1163 | {
|
---|
1164 | struct wined3d_device *device = stateblock->device;
|
---|
1165 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
---|
1166 | const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
|
---|
1167 | struct wined3d_state *state = &stateblock->state;
|
---|
1168 | union
|
---|
1169 | {
|
---|
1170 | struct wined3d_line_pattern lp;
|
---|
1171 | DWORD d;
|
---|
1172 | } lp;
|
---|
1173 | union {
|
---|
1174 | float f;
|
---|
1175 | DWORD d;
|
---|
1176 | } tmpfloat;
|
---|
1177 | unsigned int i;
|
---|
1178 | struct wined3d_swapchain *swapchain;
|
---|
1179 | struct wined3d_surface *backbuffer;
|
---|
1180 | static const struct wined3d_matrix identity =
|
---|
1181 | {{{
|
---|
1182 | 1.0f, 0.0f, 0.0f, 0.0f,
|
---|
1183 | 0.0f, 1.0f, 0.0f, 0.0f,
|
---|
1184 | 0.0f, 0.0f, 1.0f, 0.0f,
|
---|
1185 | 0.0f, 0.0f, 0.0f, 1.0f,
|
---|
1186 | }}};
|
---|
1187 |
|
---|
1188 | TRACE("stateblock %p.\n", stateblock);
|
---|
1189 |
|
---|
1190 | memset(stateblock->changed.pixelShaderConstantsF, 0, d3d_info->limits.ps_uniform_count * sizeof(BOOL));
|
---|
1191 | memset(stateblock->changed.vertexShaderConstantsF, 0, d3d_info->limits.vs_uniform_count * sizeof(BOOL));
|
---|
1192 |
|
---|
1193 | /* Set some of the defaults for lights, transforms etc */
|
---|
1194 | state->transforms[WINED3D_TS_PROJECTION] = identity;
|
---|
1195 | state->transforms[WINED3D_TS_VIEW] = identity;
|
---|
1196 | for (i = 0; i < 256; ++i)
|
---|
1197 | {
|
---|
1198 | state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
|
---|
1199 | }
|
---|
1200 |
|
---|
1201 | state->fb = &device->fb;
|
---|
1202 |
|
---|
1203 | TRACE("Render states\n");
|
---|
1204 | /* Render states: */
|
---|
1205 | if (device->auto_depth_stencil)
|
---|
1206 | state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
|
---|
1207 | else
|
---|
1208 | state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE;
|
---|
1209 | state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
|
---|
1210 | state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
|
---|
1211 | lp.lp.repeat_factor = 0;
|
---|
1212 | lp.lp.line_pattern = 0;
|
---|
1213 | state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
|
---|
1214 | state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
|
---|
1215 | state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
|
---|
1216 | state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
|
---|
1217 | state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
|
---|
1218 | state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
|
---|
1219 | state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW;
|
---|
1220 | state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
|
---|
1221 | state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
|
---|
1222 | state->render_states[WINED3D_RS_ALPHAREF] = 0;
|
---|
1223 | state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
|
---|
1224 | state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
|
---|
1225 | state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
|
---|
1226 | state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
|
---|
1227 | state->render_states[WINED3D_RS_ZVISIBLE] = 0;
|
---|
1228 | state->render_states[WINED3D_RS_FOGCOLOR] = 0;
|
---|
1229 | state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
|
---|
1230 | tmpfloat.f = 0.0f;
|
---|
1231 | state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
|
---|
1232 | tmpfloat.f = 1.0f;
|
---|
1233 | state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
|
---|
1234 | tmpfloat.f = 1.0f;
|
---|
1235 | state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
|
---|
1236 | state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
|
---|
1237 | state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
|
---|
1238 | state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
|
---|
1239 | state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
|
---|
1240 | state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
|
---|
1241 | state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
|
---|
1242 | state->render_states[WINED3D_RS_STENCILREF] = 0;
|
---|
1243 | state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
|
---|
1244 | state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
|
---|
1245 | state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
|
---|
1246 | state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
|
---|
1247 | state->render_states[WINED3D_RS_WRAP0] = 0;
|
---|
1248 | state->render_states[WINED3D_RS_WRAP1] = 0;
|
---|
1249 | state->render_states[WINED3D_RS_WRAP2] = 0;
|
---|
1250 | state->render_states[WINED3D_RS_WRAP3] = 0;
|
---|
1251 | state->render_states[WINED3D_RS_WRAP4] = 0;
|
---|
1252 | state->render_states[WINED3D_RS_WRAP5] = 0;
|
---|
1253 | state->render_states[WINED3D_RS_WRAP6] = 0;
|
---|
1254 | state->render_states[WINED3D_RS_WRAP7] = 0;
|
---|
1255 | state->render_states[WINED3D_RS_CLIPPING] = TRUE;
|
---|
1256 | state->render_states[WINED3D_RS_LIGHTING] = TRUE;
|
---|
1257 | state->render_states[WINED3D_RS_AMBIENT] = 0;
|
---|
1258 | state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
|
---|
1259 | state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
|
---|
1260 | state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
|
---|
1261 | state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
|
---|
1262 | state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
|
---|
1263 | state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
|
---|
1264 | state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
|
---|
1265 | state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
|
---|
1266 | state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
|
---|
1267 | state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
|
---|
1268 | state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
|
---|
1269 | tmpfloat.f = 1.0f;
|
---|
1270 | state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
|
---|
1271 | tmpfloat.f = 1.0f;
|
---|
1272 | state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
|
---|
1273 | state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
|
---|
1274 | state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
|
---|
1275 | tmpfloat.f = 1.0f;
|
---|
1276 | state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
|
---|
1277 | tmpfloat.f = 0.0f;
|
---|
1278 | state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
|
---|
1279 | tmpfloat.f = 0.0f;
|
---|
1280 | state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
|
---|
1281 | state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
|
---|
1282 | state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
|
---|
1283 | state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
|
---|
1284 | tmpfloat.f = 1.0f;
|
---|
1285 | state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
|
---|
1286 | state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
|
---|
1287 | tmpfloat.f = gl_info->limits.pointsize_max;
|
---|
1288 | state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
|
---|
1289 | state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
|
---|
1290 | state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
|
---|
1291 | tmpfloat.f = 0.0f;
|
---|
1292 | state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
|
---|
1293 | state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
|
---|
1294 | state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
|
---|
1295 | state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
|
---|
1296 | /* states new in d3d9 */
|
---|
1297 | state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
|
---|
1298 | state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
|
---|
1299 | tmpfloat.f = 1.0f;
|
---|
1300 | state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
|
---|
1301 | state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
|
---|
1302 | state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
|
---|
1303 | tmpfloat.f = 0.0f;
|
---|
1304 | state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
|
---|
1305 | state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
|
---|
1306 | tmpfloat.f = 1.0f;
|
---|
1307 | state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
|
---|
1308 | tmpfloat.f = 0.0f;
|
---|
1309 | state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
|
---|
1310 | state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
|
---|
1311 | state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
|
---|
1312 | state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
|
---|
1313 | state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
|
---|
1314 | state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
|
---|
1315 | state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS;
|
---|
1316 | state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
|
---|
1317 | state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
|
---|
1318 | state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
|
---|
1319 | state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
|
---|
1320 | state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
|
---|
1321 | state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
|
---|
1322 | state->render_states[WINED3D_RS_WRAP8] = 0;
|
---|
1323 | state->render_states[WINED3D_RS_WRAP9] = 0;
|
---|
1324 | state->render_states[WINED3D_RS_WRAP10] = 0;
|
---|
1325 | state->render_states[WINED3D_RS_WRAP11] = 0;
|
---|
1326 | state->render_states[WINED3D_RS_WRAP12] = 0;
|
---|
1327 | state->render_states[WINED3D_RS_WRAP13] = 0;
|
---|
1328 | state->render_states[WINED3D_RS_WRAP14] = 0;
|
---|
1329 | state->render_states[WINED3D_RS_WRAP15] = 0;
|
---|
1330 | state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
|
---|
1331 | state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
|
---|
1332 | state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
|
---|
1333 | state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
|
---|
1334 |
|
---|
1335 | /* Texture Stage States - Put directly into state block, we will call function below */
|
---|
1336 | for (i = 0; i < MAX_TEXTURES; ++i)
|
---|
1337 | {
|
---|
1338 | TRACE("Setting up default texture states for texture Stage %u.\n", i);
|
---|
1339 | state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
|
---|
1340 | state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
|
---|
1341 | state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
|
---|
1342 | state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
|
---|
1343 | state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
|
---|
1344 | state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
|
---|
1345 | state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
|
---|
1346 | state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
|
---|
1347 | state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
|
---|
1348 | state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
|
---|
1349 | state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
|
---|
1350 | state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
|
---|
1351 | state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
|
---|
1352 | state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
|
---|
1353 | state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
|
---|
1354 | state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
|
---|
1355 | state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
|
---|
1356 | state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
|
---|
1357 | }
|
---|
1358 | state->lowest_disabled_stage = 1;
|
---|
1359 |
|
---|
1360 | /* Sampler states*/
|
---|
1361 | for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
|
---|
1362 | {
|
---|
1363 | TRACE("Setting up default samplers states for sampler %u.\n", i);
|
---|
1364 | state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
|
---|
1365 | state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
|
---|
1366 | state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
|
---|
1367 | state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
|
---|
1368 | state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
|
---|
1369 | state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
|
---|
1370 | state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
|
---|
1371 | state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
|
---|
1372 | state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
|
---|
1373 | state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
|
---|
1374 | state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
|
---|
1375 | /* TODO: Indicates which element of a multielement texture to use. */
|
---|
1376 | state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
|
---|
1377 | /* TODO: Vertex offset in the presampled displacement map. */
|
---|
1378 | state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
|
---|
1379 | }
|
---|
1380 |
|
---|
1381 | for (i = 0; i < gl_info->limits.textures; ++i)
|
---|
1382 | {
|
---|
1383 | state->textures[i] = NULL;
|
---|
1384 | }
|
---|
1385 |
|
---|
1386 | /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
|
---|
1387 | if ((swapchain = wined3d_device_get_swapchain(device, 0)))
|
---|
1388 | {
|
---|
1389 | if ((backbuffer = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3D_BACKBUFFER_TYPE_MONO)))
|
---|
1390 | {
|
---|
1391 | struct wined3d_resource_desc desc;
|
---|
1392 |
|
---|
1393 | wined3d_resource_get_desc(&backbuffer->resource, &desc);
|
---|
1394 |
|
---|
1395 | /* Set the default scissor rect values */
|
---|
1396 | state->scissor_rect.left = 0;
|
---|
1397 | state->scissor_rect.right = desc.width;
|
---|
1398 | state->scissor_rect.top = 0;
|
---|
1399 | state->scissor_rect.bottom = desc.height;
|
---|
1400 | }
|
---|
1401 |
|
---|
1402 | /* Set the default viewport */
|
---|
1403 | state->viewport.x = 0;
|
---|
1404 | state->viewport.y = 0;
|
---|
1405 | state->viewport.width = swapchain->desc.backbuffer_width;
|
---|
1406 | state->viewport.height = swapchain->desc.backbuffer_height;
|
---|
1407 | state->viewport.min_z = 0.0f;
|
---|
1408 | state->viewport.max_z = 1.0f;
|
---|
1409 | }
|
---|
1410 |
|
---|
1411 | TRACE("Done.\n");
|
---|
1412 | }
|
---|
1413 |
|
---|
1414 | static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
|
---|
1415 | struct wined3d_device *device, enum wined3d_stateblock_type type)
|
---|
1416 | {
|
---|
1417 | unsigned int i;
|
---|
1418 | HRESULT hr;
|
---|
1419 | const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
|
---|
1420 |
|
---|
1421 | stateblock->ref = 1;
|
---|
1422 | stateblock->device = device;
|
---|
1423 |
|
---|
1424 | for (i = 0; i < LIGHTMAP_SIZE; i++)
|
---|
1425 | {
|
---|
1426 | list_init(&stateblock->state.light_map[i]);
|
---|
1427 | }
|
---|
1428 |
|
---|
1429 | hr = stateblock_allocate_shader_constants(stateblock);
|
---|
1430 | if (FAILED(hr)) return hr;
|
---|
1431 |
|
---|
1432 | /* The WINED3D_SBT_INIT stateblock type is used during initialization to
|
---|
1433 | * produce a placeholder stateblock so other functions called can update a
|
---|
1434 | * state block. */
|
---|
1435 | if (type == WINED3D_SBT_INIT || type == WINED3D_SBT_RECORDED) return WINED3D_OK;
|
---|
1436 |
|
---|
1437 | TRACE("Updating changed flags appropriate for type %#x.\n", type);
|
---|
1438 |
|
---|
1439 | switch (type)
|
---|
1440 | {
|
---|
1441 | case WINED3D_SBT_ALL:
|
---|
1442 | stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
|
---|
1443 | stateblock_savedstates_set_all(&stateblock->changed,
|
---|
1444 | d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
|
---|
1445 | break;
|
---|
1446 |
|
---|
1447 | case WINED3D_SBT_PIXEL_STATE:
|
---|
1448 | stateblock_savedstates_set_pixel(&stateblock->changed,
|
---|
1449 | d3d_info->limits.ps_uniform_count);
|
---|
1450 | break;
|
---|
1451 |
|
---|
1452 | case WINED3D_SBT_VERTEX_STATE:
|
---|
1453 | stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
|
---|
1454 | stateblock_savedstates_set_vertex(&stateblock->changed,
|
---|
1455 | d3d_info->limits.vs_uniform_count);
|
---|
1456 | break;
|
---|
1457 |
|
---|
1458 | default:
|
---|
1459 | FIXME("Unrecognized state block type %#x.\n", type);
|
---|
1460 | break;
|
---|
1461 | }
|
---|
1462 |
|
---|
1463 | stateblock_init_contained_states(stateblock);
|
---|
1464 | wined3d_stateblock_capture(stateblock);
|
---|
1465 |
|
---|
1466 | return WINED3D_OK;
|
---|
1467 | }
|
---|
1468 |
|
---|
1469 | HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
|
---|
1470 | enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
|
---|
1471 | {
|
---|
1472 | struct wined3d_stateblock *object;
|
---|
1473 | HRESULT hr;
|
---|
1474 |
|
---|
1475 | TRACE("device %p, type %#x, stateblock %p.\n",
|
---|
1476 | device, type, stateblock);
|
---|
1477 |
|
---|
1478 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1479 | if (!object)
|
---|
1480 | return E_OUTOFMEMORY;
|
---|
1481 |
|
---|
1482 | hr = stateblock_init(object, device, type);
|
---|
1483 | if (FAILED(hr))
|
---|
1484 | {
|
---|
1485 | WARN("Failed to initialize stateblock, hr %#x.\n", hr);
|
---|
1486 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1487 | return hr;
|
---|
1488 | }
|
---|
1489 |
|
---|
1490 | TRACE("Created stateblock %p.\n", object);
|
---|
1491 | *stateblock = object;
|
---|
1492 |
|
---|
1493 | return WINED3D_OK;
|
---|
1494 | }
|
---|