reactos/dll/directx/wine/wined3d/stateblock.c
Joachim Henze 81cffd7658 [D3D8][D3D9][DDRAW][D3DCOMPILER_43][WINED3D] Revert to Wine Staging 3.3
Avoid regressions CORE-14955 "Ddraw fullscreen crashes" and CORE-15652

This brings us back to before guilty commit 0.4.10-dev-55-g
7af3969e9f

and therefore downgrades
dll/directx/wine/
D3D8,D3D9,DDRAW,D3DCOMPILER_43,WINED3D
to WineStaging 3.3.
Also downgrades related header sdk/include/reactos/wine/wined3d.h
and for the first time also media/doc/README.WINE

Same versions of these dlls we had in every ros rls since 0.4.10rls.
Amine Khaldi agreed to perform this revert also for master now.

Purpose of this revert is to fix crashes when Ddraw apps switch
into fullscreen with VBEMP and inbuilt Mesa.
I tested, before:
 DxDiag crashed when switching to fullscreen (CORE-14955),
 Diablo II crashed immediately (CORE-15652),
 Monster-Truck-Madness 2 demo crashed after main menu

Afterwards all of these apps do run.
DXTN does still work after that, even with VBEMP and inbuilt Mesa.

squashed commit of 0.4.13-RC-2-g
67dd70e5ef
and 0.4.13-RC-3-g
9f1e2cd172
2019-10-03 18:38:29 +02:00

1396 lines
50 KiB
C

/*
* state block implementation
*
* Copyright 2002 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2005 Oliver Stieber
* Copyright 2007 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
static const DWORD pixel_states_render[] =
{
WINED3D_RS_ALPHABLENDENABLE,
WINED3D_RS_ALPHAFUNC,
WINED3D_RS_ALPHAREF,
WINED3D_RS_ALPHATESTENABLE,
WINED3D_RS_ANTIALIASEDLINEENABLE,
WINED3D_RS_BLENDFACTOR,
WINED3D_RS_BLENDOP,
WINED3D_RS_BLENDOPALPHA,
WINED3D_RS_BACK_STENCILFAIL,
WINED3D_RS_BACK_STENCILPASS,
WINED3D_RS_BACK_STENCILZFAIL,
WINED3D_RS_COLORWRITEENABLE,
WINED3D_RS_COLORWRITEENABLE1,
WINED3D_RS_COLORWRITEENABLE2,
WINED3D_RS_COLORWRITEENABLE3,
WINED3D_RS_COLORWRITEENABLE4,
WINED3D_RS_COLORWRITEENABLE5,
WINED3D_RS_COLORWRITEENABLE6,
WINED3D_RS_COLORWRITEENABLE7,
WINED3D_RS_DEPTHBIAS,
WINED3D_RS_DESTBLEND,
WINED3D_RS_DESTBLENDALPHA,
WINED3D_RS_DITHERENABLE,
WINED3D_RS_FILLMODE,
WINED3D_RS_FOGDENSITY,
WINED3D_RS_FOGEND,
WINED3D_RS_FOGSTART,
WINED3D_RS_LASTPIXEL,
WINED3D_RS_SCISSORTESTENABLE,
WINED3D_RS_SEPARATEALPHABLENDENABLE,
WINED3D_RS_SHADEMODE,
WINED3D_RS_SLOPESCALEDEPTHBIAS,
WINED3D_RS_SRCBLEND,
WINED3D_RS_SRCBLENDALPHA,
WINED3D_RS_SRGBWRITEENABLE,
WINED3D_RS_STENCILENABLE,
WINED3D_RS_STENCILFAIL,
WINED3D_RS_STENCILFUNC,
WINED3D_RS_STENCILMASK,
WINED3D_RS_STENCILPASS,
WINED3D_RS_STENCILREF,
WINED3D_RS_STENCILWRITEMASK,
WINED3D_RS_STENCILZFAIL,
WINED3D_RS_TEXTUREFACTOR,
WINED3D_RS_TWOSIDEDSTENCILMODE,
WINED3D_RS_WRAP0,
WINED3D_RS_WRAP1,
WINED3D_RS_WRAP10,
WINED3D_RS_WRAP11,
WINED3D_RS_WRAP12,
WINED3D_RS_WRAP13,
WINED3D_RS_WRAP14,
WINED3D_RS_WRAP15,
WINED3D_RS_WRAP2,
WINED3D_RS_WRAP3,
WINED3D_RS_WRAP4,
WINED3D_RS_WRAP5,
WINED3D_RS_WRAP6,
WINED3D_RS_WRAP7,
WINED3D_RS_WRAP8,
WINED3D_RS_WRAP9,
WINED3D_RS_ZENABLE,
WINED3D_RS_ZFUNC,
WINED3D_RS_ZWRITEENABLE,
WINED3D_RS_DEPTHCLIP,
};
static const DWORD pixel_states_texture[] =
{
WINED3D_TSS_ALPHA_ARG0,
WINED3D_TSS_ALPHA_ARG1,
WINED3D_TSS_ALPHA_ARG2,
WINED3D_TSS_ALPHA_OP,
WINED3D_TSS_BUMPENV_LOFFSET,
WINED3D_TSS_BUMPENV_LSCALE,
WINED3D_TSS_BUMPENV_MAT00,
WINED3D_TSS_BUMPENV_MAT01,
WINED3D_TSS_BUMPENV_MAT10,
WINED3D_TSS_BUMPENV_MAT11,
WINED3D_TSS_COLOR_ARG0,
WINED3D_TSS_COLOR_ARG1,
WINED3D_TSS_COLOR_ARG2,
WINED3D_TSS_COLOR_OP,
WINED3D_TSS_RESULT_ARG,
WINED3D_TSS_TEXCOORD_INDEX,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
};
static const DWORD pixel_states_sampler[] =
{
WINED3D_SAMP_ADDRESS_U,
WINED3D_SAMP_ADDRESS_V,
WINED3D_SAMP_ADDRESS_W,
WINED3D_SAMP_BORDER_COLOR,
WINED3D_SAMP_MAG_FILTER,
WINED3D_SAMP_MIN_FILTER,
WINED3D_SAMP_MIP_FILTER,
WINED3D_SAMP_MIPMAP_LOD_BIAS,
WINED3D_SAMP_MAX_MIP_LEVEL,
WINED3D_SAMP_MAX_ANISOTROPY,
WINED3D_SAMP_SRGB_TEXTURE,
WINED3D_SAMP_ELEMENT_INDEX,
};
static const DWORD vertex_states_render[] =
{
WINED3D_RS_ADAPTIVETESS_W,
WINED3D_RS_ADAPTIVETESS_X,
WINED3D_RS_ADAPTIVETESS_Y,
WINED3D_RS_ADAPTIVETESS_Z,
WINED3D_RS_AMBIENT,
WINED3D_RS_AMBIENTMATERIALSOURCE,
WINED3D_RS_CLIPPING,
WINED3D_RS_CLIPPLANEENABLE,
WINED3D_RS_COLORVERTEX,
WINED3D_RS_CULLMODE,
WINED3D_RS_DIFFUSEMATERIALSOURCE,
WINED3D_RS_EMISSIVEMATERIALSOURCE,
WINED3D_RS_ENABLEADAPTIVETESSELLATION,
WINED3D_RS_FOGCOLOR,
WINED3D_RS_FOGDENSITY,
WINED3D_RS_FOGENABLE,
WINED3D_RS_FOGEND,
WINED3D_RS_FOGSTART,
WINED3D_RS_FOGTABLEMODE,
WINED3D_RS_FOGVERTEXMODE,
WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
WINED3D_RS_LIGHTING,
WINED3D_RS_LOCALVIEWER,
WINED3D_RS_MAXTESSELLATIONLEVEL,
WINED3D_RS_MINTESSELLATIONLEVEL,
WINED3D_RS_MULTISAMPLEANTIALIAS,
WINED3D_RS_MULTISAMPLEMASK,
WINED3D_RS_NORMALDEGREE,
WINED3D_RS_NORMALIZENORMALS,
WINED3D_RS_PATCHEDGESTYLE,
WINED3D_RS_POINTSCALE_A,
WINED3D_RS_POINTSCALE_B,
WINED3D_RS_POINTSCALE_C,
WINED3D_RS_POINTSCALEENABLE,
WINED3D_RS_POINTSIZE,
WINED3D_RS_POINTSIZE_MAX,
WINED3D_RS_POINTSIZE_MIN,
WINED3D_RS_POINTSPRITEENABLE,
WINED3D_RS_POSITIONDEGREE,
WINED3D_RS_RANGEFOGENABLE,
WINED3D_RS_SHADEMODE,
WINED3D_RS_SPECULARENABLE,
WINED3D_RS_SPECULARMATERIALSOURCE,
WINED3D_RS_TWEENFACTOR,
WINED3D_RS_VERTEXBLEND,
};
static const DWORD vertex_states_texture[] =
{
WINED3D_TSS_TEXCOORD_INDEX,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
};
static const DWORD vertex_states_sampler[] =
{
WINED3D_SAMP_DMAP_OFFSET,
};
static inline void stateblock_set_bits(DWORD *map, UINT map_size)
{
DWORD mask = (1u << (map_size & 0x1f)) - 1;
memset(map, 0xff, (map_size >> 5) * sizeof(*map));
if (mask) map[map_size >> 5] = mask;
}
/* Set all members of a stateblock savedstate to the given value */
static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
{
unsigned int i;
/* Single values */
states->indices = 1;
states->material = 1;
states->viewport = 1;
states->vertexDecl = 1;
states->pixelShader = 1;
states->vertexShader = 1;
states->scissorRect = 1;
/* Fixed size arrays */
states->streamSource = 0xffff;
states->streamFreq = 0xffff;
states->textures = 0xfffff;
stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
states->clipplane = (1u << MAX_CLIP_DISTANCES) - 1;
states->pixelShaderConstantsB = 0xffff;
states->pixelShaderConstantsI = 0xffff;
states->vertexShaderConstantsB = 0xffff;
states->vertexShaderConstantsI = 0xffff;
/* Dynamically sized arrays */
memset(states->ps_consts_f, TRUE, sizeof(BOOL) * ps_consts);
memset(states->vs_consts_f, TRUE, sizeof(BOOL) * vs_consts);
}
static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
{
DWORD texture_mask = 0;
WORD sampler_mask = 0;
unsigned int i;
states->pixelShader = 1;
for (i = 0; i < ARRAY_SIZE(pixel_states_render); ++i)
{
DWORD rs = pixel_states_render[i];
states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
}
for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i)
texture_mask |= 1u << pixel_states_texture[i];
for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i)
sampler_mask |= 1u << pixel_states_sampler[i];
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
states->pixelShaderConstantsB = 0xffff;
states->pixelShaderConstantsI = 0xffff;
memset(states->ps_consts_f, TRUE, sizeof(BOOL) * num_constants);
}
static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
{
DWORD texture_mask = 0;
WORD sampler_mask = 0;
unsigned int i;
states->vertexDecl = 1;
states->vertexShader = 1;
for (i = 0; i < ARRAY_SIZE(vertex_states_render); ++i)
{
DWORD rs = vertex_states_render[i];
states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
}
for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i)
texture_mask |= 1u << vertex_states_texture[i];
for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i)
sampler_mask |= 1u << vertex_states_sampler[i];
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
states->vertexShaderConstantsB = 0xffff;
states->vertexShaderConstantsI = 0xffff;
memset(states->vs_consts_f, TRUE, sizeof(BOOL) * num_constants);
}
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
{
const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
unsigned int i, j;
for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
{
DWORD map = stateblock->changed.renderState[i];
for (j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
++stateblock->num_contained_render_states;
}
}
for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
{
DWORD map = stateblock->changed.transform[i];
for (j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
++stateblock->num_contained_transform_states;
}
}
for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
{
if (stateblock->changed.vs_consts_f[i])
{
stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
++stateblock->num_contained_vs_consts_f;
}
}
for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
{
if (stateblock->changed.vertexShaderConstantsI & (1u << i))
{
stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
++stateblock->num_contained_vs_consts_i;
}
}
for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
{
if (stateblock->changed.vertexShaderConstantsB & (1u << i))
{
stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
++stateblock->num_contained_vs_consts_b;
}
}
for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
{
if (stateblock->changed.ps_consts_f[i])
{
stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
++stateblock->num_contained_ps_consts_f;
}
}
for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
{
if (stateblock->changed.pixelShaderConstantsI & (1u << i))
{
stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
++stateblock->num_contained_ps_consts_i;
}
}
for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
{
if (stateblock->changed.pixelShaderConstantsB & (1u << i))
{
stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
++stateblock->num_contained_ps_consts_b;
}
}
for (i = 0; i < MAX_TEXTURES; ++i)
{
DWORD map = stateblock->changed.textureState[i];
for(j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
++stateblock->num_contained_tss_states;
}
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
DWORD map = stateblock->changed.samplerState[i];
for (j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
++stateblock->num_contained_sampler_states;
}
}
}
static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
{
unsigned int i;
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
const struct wined3d_light_info *src_light;
LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
{
struct wined3d_light_info *dst_light = heap_alloc(sizeof(*dst_light));
*dst_light = *src_light;
list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
}
}
}
ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
{
ULONG refcount = InterlockedIncrement(&stateblock->ref);
TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
return refcount;
}
void state_unbind_resources(struct wined3d_state *state)
{
struct wined3d_unordered_access_view *uav;
struct wined3d_shader_resource_view *srv;
struct wined3d_vertex_declaration *decl;
struct wined3d_sampler *sampler;
struct wined3d_texture *texture;
struct wined3d_buffer *buffer;
struct wined3d_shader *shader;
unsigned int i, j;
if ((decl = state->vertex_declaration))
{
state->vertex_declaration = NULL;
wined3d_vertex_declaration_decref(decl);
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
if ((texture = state->textures[i]))
{
state->textures[i] = NULL;
wined3d_texture_decref(texture);
}
}
for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
{
if ((buffer = state->stream_output[i].buffer))
{
state->stream_output[i].buffer = NULL;
wined3d_buffer_decref(buffer);
}
}
for (i = 0; i < MAX_STREAMS; ++i)
{
if ((buffer = state->streams[i].buffer))
{
state->streams[i].buffer = NULL;
wined3d_buffer_decref(buffer);
}
}
if ((buffer = state->index_buffer))
{
state->index_buffer = NULL;
wined3d_buffer_decref(buffer);
}
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
if ((shader = state->shader[i]))
{
state->shader[i] = NULL;
wined3d_shader_decref(shader);
}
for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
{
if ((buffer = state->cb[i][j]))
{
state->cb[i][j] = NULL;
wined3d_buffer_decref(buffer);
}
}
for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
{
if ((sampler = state->sampler[i][j]))
{
state->sampler[i][j] = NULL;
wined3d_sampler_decref(sampler);
}
}
for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
{
if ((srv = state->shader_resource_view[i][j]))
{
state->shader_resource_view[i][j] = NULL;
wined3d_shader_resource_view_decref(srv);
}
}
}
for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
{
for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
{
if ((uav = state->unordered_access_view[i][j]))
{
state->unordered_access_view[i][j] = NULL;
wined3d_unordered_access_view_decref(uav);
}
}
}
}
void state_cleanup(struct wined3d_state *state)
{
unsigned int counter;
if (!(state->flags & WINED3D_STATE_NO_REF))
state_unbind_resources(state);
for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter)
{
state->lights[counter] = NULL;
}
for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
{
struct list *e1, *e2;
LIST_FOR_EACH_SAFE(e1, e2, &state->light_map[counter])
{
struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
list_remove(&light->entry);
heap_free(light);
}
}
}
ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
{
ULONG refcount = InterlockedDecrement(&stateblock->ref);
TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
if (!refcount)
{
state_cleanup(&stateblock->state);
heap_free(stateblock);
}
return refcount;
}
struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state, unsigned int idx)
{
struct wined3d_light_info *light_info;
unsigned int hash_idx;
hash_idx = LIGHTMAP_HASHFUNC(idx);
LIST_FOR_EACH_ENTRY(light_info, &state->light_map[hash_idx], struct wined3d_light_info, entry)
{
if (light_info->OriginalIndex == idx)
return light_info;
}
return NULL;
}
void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
struct wined3d_light_info *light_info, BOOL enable)
{
unsigned int light_count, i;
if (!(light_info->enabled = enable))
{
if (light_info->glIndex == -1)
{
TRACE("Light already disabled, nothing to do.\n");
return;
}
state->lights[light_info->glIndex] = NULL;
light_info->glIndex = -1;
return;
}
if (light_info->glIndex != -1)
{
TRACE("Light already enabled, nothing to do.\n");
return;
}
/* Find a free light. */
light_count = d3d_info->limits.active_light_count;
for (i = 0; i < light_count; ++i)
{
if (state->lights[i])
continue;
state->lights[i] = light_info;
light_info->glIndex = i;
return;
}
/* Our tests show that Windows returns D3D_OK in this situation, even with
* D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices.
* This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns
* TRUE * as well for those lights.
*
* TODO: Test how this affects rendering. */
WARN("Too many concurrently active lights.\n");
}
static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
{
UINT i;
/* Lights... For a recorded state block, we just had a chain of actions
* to perform, so we need to walk that chain and update any actions which
* differ. */
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
struct list *e, *f;
LIST_FOR_EACH(e, &dst_state->light_map[i])
{
BOOL updated = FALSE;
struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
/* Look up the light in the destination */
LIST_FOR_EACH(f, &src_state->light_map[i])
{
realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
if (realLight->OriginalIndex == src->OriginalIndex)
{
src->OriginalParms = realLight->OriginalParms;
if (realLight->glIndex == -1 && src->glIndex != -1)
{
/* Light disabled */
dst_state->lights[src->glIndex] = NULL;
}
else if (realLight->glIndex != -1 && src->glIndex == -1)
{
/* Light enabled */
dst_state->lights[realLight->glIndex] = src;
}
src->glIndex = realLight->glIndex;
updated = TRUE;
break;
}
}
if (!updated)
{
/* This can happen if the light was originally created as a
* default light for SetLightEnable() while recording. */
WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
src->OriginalIndex, dst_state, src_state);
src->OriginalParms = WINED3D_default_light;
if (src->glIndex != -1)
{
dst_state->lights[src->glIndex] = NULL;
src->glIndex = -1;
}
}
}
}
}
void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
{
const struct wined3d_state *src_state = &stateblock->device->state;
unsigned int i;
DWORD map;
TRACE("stateblock %p.\n", stateblock);
TRACE("Capturing state %p.\n", src_state);
if (stateblock->changed.vertexShader && stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]
!= src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
{
TRACE("Updating vertex shader from %p to %p\n",
stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX],
src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
if (src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
if (stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX])
wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX] = src_state->shader[WINED3D_SHADER_TYPE_VERTEX];
}
/* Vertex shader float constants. */
for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
{
unsigned int idx = stateblock->contained_vs_consts_f[i];
TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->vs_consts_f[idx]));
stateblock->state.vs_consts_f[idx] = src_state->vs_consts_f[idx];
}
/* Vertex shader integer constants. */
for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
{
unsigned int idx = stateblock->contained_vs_consts_i[i];
TRACE("Setting vs_consts[%u] to %s.\n", idx, debug_ivec4(&src_state->vs_consts_i[idx]));
stateblock->state.vs_consts_i[idx] = src_state->vs_consts_i[idx];
}
/* Vertex shader boolean constants. */
for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
{
unsigned int idx = stateblock->contained_vs_consts_b[i];
TRACE("Setting vs_consts_b[%u] to %s.\n",
idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
}
/* Pixel shader float constants. */
for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
{
unsigned int idx = stateblock->contained_ps_consts_f[i];
TRACE("Setting ps_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->ps_consts_f[idx]));
stateblock->state.ps_consts_f[idx] = src_state->ps_consts_f[idx];
}
/* Pixel shader integer constants. */
for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
{
unsigned int idx = stateblock->contained_ps_consts_i[i];
TRACE("Setting ps_consts_i[%u] to %s.\n", idx, debug_ivec4(&src_state->ps_consts_i[idx]));
stateblock->state.ps_consts_i[idx] = src_state->ps_consts_i[idx];
}
/* Pixel shader boolean constants. */
for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
{
unsigned int idx = stateblock->contained_ps_consts_b[i];
TRACE("Setting ps_consts_b[%u] to %s.\n",
idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
}
/* Others + Render & Texture */
for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{
enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
TRACE("Updating transform %#x.\n", transform);
stateblock->state.transforms[transform] = src_state->transforms[transform];
}
if (stateblock->changed.indices
&& ((stateblock->state.index_buffer != src_state->index_buffer)
|| (stateblock->state.base_vertex_index != src_state->base_vertex_index)
|| (stateblock->state.index_format != src_state->index_format)
|| (stateblock->state.index_offset != src_state->index_offset)))
{
TRACE("Updating index buffer to %p, base vertex index to %d.\n",
src_state->index_buffer, src_state->base_vertex_index);
if (src_state->index_buffer)
wined3d_buffer_incref(src_state->index_buffer);
if (stateblock->state.index_buffer)
wined3d_buffer_decref(stateblock->state.index_buffer);
stateblock->state.index_buffer = src_state->index_buffer;
stateblock->state.base_vertex_index = src_state->base_vertex_index;
stateblock->state.index_format = src_state->index_format;
stateblock->state.index_offset = src_state->index_offset;
}
if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
{
TRACE("Updating vertex declaration from %p to %p.\n",
stateblock->state.vertex_declaration, src_state->vertex_declaration);
if (src_state->vertex_declaration)
wined3d_vertex_declaration_incref(src_state->vertex_declaration);
if (stateblock->state.vertex_declaration)
wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
stateblock->state.vertex_declaration = src_state->vertex_declaration;
}
if (stateblock->changed.material
&& memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
{
TRACE("Updating material.\n");
stateblock->state.material = src_state->material;
}
if (stateblock->changed.viewport
&& memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
{
TRACE("Updating viewport.\n");
stateblock->state.viewport = src_state->viewport;
}
if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
&stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
{
TRACE("Updating scissor rect.\n");
stateblock->state.scissor_rect = src_state->scissor_rect;
}
map = stateblock->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (stateblock->state.streams[i].stride != src_state->streams[i].stride
|| stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
{
TRACE("Updating stream source %u to %p, stride to %u.\n",
i, src_state->streams[i].buffer,
src_state->streams[i].stride);
stateblock->state.streams[i].stride = src_state->streams[i].stride;
if (src_state->streams[i].buffer)
wined3d_buffer_incref(src_state->streams[i].buffer);
if (stateblock->state.streams[i].buffer)
wined3d_buffer_decref(stateblock->state.streams[i].buffer);
stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
}
}
map = stateblock->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
|| stateblock->state.streams[i].flags != src_state->streams[i].flags)
{
TRACE("Updating stream frequency %u to %u flags to %#x.\n",
i, src_state->streams[i].frequency, src_state->streams[i].flags);
stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
stateblock->state.streams[i].flags = src_state->streams[i].flags;
}
}
map = stateblock->changed.clipplane;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
{
TRACE("Updating clipplane %u.\n", i);
stateblock->state.clip_planes[i] = src_state->clip_planes[i];
}
}
/* Render */
for (i = 0; i < stateblock->num_contained_render_states; ++i)
{
enum wined3d_render_state rs = stateblock->contained_render_states[i];
TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
stateblock->state.render_states[rs] = src_state->render_states[rs];
}
/* Texture states */
for (i = 0; i < stateblock->num_contained_tss_states; ++i)
{
DWORD stage = stateblock->contained_tss_states[i].stage;
DWORD state = stateblock->contained_tss_states[i].state;
TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
}
/* Samplers */
map = stateblock->changed.textures;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
TRACE("Updating texture %u to %p (was %p).\n",
i, src_state->textures[i], stateblock->state.textures[i]);
if (src_state->textures[i])
wined3d_texture_incref(src_state->textures[i]);
if (stateblock->state.textures[i])
wined3d_texture_decref(stateblock->state.textures[i]);
stateblock->state.textures[i] = src_state->textures[i];
}
for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
{
DWORD stage = stateblock->contained_sampler_states[i].stage;
DWORD state = stateblock->contained_sampler_states[i].state;
TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
}
if (stateblock->changed.pixelShader && stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]
!= src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
{
if (src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_PIXEL]);
if (stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL])
wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL] = src_state->shader[WINED3D_SHADER_TYPE_PIXEL];
}
wined3d_state_record_lights(&stateblock->state, src_state);
TRACE("Capture done.\n");
}
static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
{
UINT i;
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
struct list *e;
LIST_FOR_EACH(e, &state->light_map[i])
{
const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
}
}
}
void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
{
struct wined3d_device *device = stateblock->device;
unsigned int i;
DWORD map;
TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
if (stateblock->changed.vertexShader)
wined3d_device_set_vertex_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
/* Vertex Shader Constants. */
for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
{
wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
1, &stateblock->state.vs_consts_f[stateblock->contained_vs_consts_f[i]]);
}
for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
{
wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
1, &stateblock->state.vs_consts_i[stateblock->contained_vs_consts_i[i]]);
}
for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
{
wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
1, &stateblock->state.vs_consts_b[stateblock->contained_vs_consts_b[i]]);
}
apply_lights(device, &stateblock->state);
if (stateblock->changed.pixelShader)
wined3d_device_set_pixel_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
/* Pixel Shader Constants. */
for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
{
wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
1, &stateblock->state.ps_consts_f[stateblock->contained_ps_consts_f[i]]);
}
for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
{
wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
1, &stateblock->state.ps_consts_i[stateblock->contained_ps_consts_i[i]]);
}
for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
{
wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
1, &stateblock->state.ps_consts_b[stateblock->contained_ps_consts_b[i]]);
}
/* Render states. */
for (i = 0; i < stateblock->num_contained_render_states; ++i)
{
wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
stateblock->state.render_states[stateblock->contained_render_states[i]]);
}
/* Texture states. */
for (i = 0; i < stateblock->num_contained_tss_states; ++i)
{
DWORD stage = stateblock->contained_tss_states[i].stage;
DWORD state = stateblock->contained_tss_states[i].state;
wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
}
/* Sampler states. */
for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
{
DWORD stage = stateblock->contained_sampler_states[i].stage;
DWORD state = stateblock->contained_sampler_states[i].state;
DWORD value = stateblock->state.sampler_states[stage][state];
if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
wined3d_device_set_sampler_state(device, stage, state, value);
}
/* Transform states. */
for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{
wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
&stateblock->state.transforms[stateblock->contained_transform_states[i]]);
}
if (stateblock->changed.indices)
{
wined3d_device_set_index_buffer(device, stateblock->state.index_buffer,
stateblock->state.index_format, stateblock->state.index_offset);
wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
}
if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
if (stateblock->changed.material)
wined3d_device_set_material(device, &stateblock->state.material);
if (stateblock->changed.viewport)
wined3d_device_set_viewport(device, &stateblock->state.viewport);
if (stateblock->changed.scissorRect)
wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
map = stateblock->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1)
wined3d_device_set_stream_source(device, i,
stateblock->state.streams[i].buffer,
0, stateblock->state.streams[i].stride);
}
map = stateblock->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1)
wined3d_device_set_stream_source_freq(device, i,
stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
}
map = stateblock->changed.textures;
for (i = 0; map; map >>= 1, ++i)
{
DWORD stage;
if (!(map & 1)) continue;
stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
}
map = stateblock->changed.clipplane;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
}
TRACE("Applied stateblock %p.\n", stateblock);
}
static void state_init_default(struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
{
union
{
struct wined3d_line_pattern lp;
DWORD d;
} lp;
union {
float f;
DWORD d;
} tmpfloat;
unsigned int i;
struct wined3d_matrix identity;
TRACE("state %p, gl_info %p.\n", state, gl_info);
get_identity_matrix(&identity);
state->gl_primitive_type = ~0u;
state->gl_patch_vertices = 0;
/* Set some of the defaults for lights, transforms etc */
state->transforms[WINED3D_TS_PROJECTION] = identity;
state->transforms[WINED3D_TS_VIEW] = identity;
for (i = 0; i < 256; ++i)
{
state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
}
TRACE("Render states\n");
/* Render states: */
state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
lp.lp.repeat_factor = 0;
lp.lp.line_pattern = 0;
state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK;
state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
state->render_states[WINED3D_RS_ALPHAREF] = 0;
state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
state->render_states[WINED3D_RS_ZVISIBLE] = 0;
state->render_states[WINED3D_RS_FOGCOLOR] = 0;
state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
tmpfloat.f = 0.0f;
state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
tmpfloat.f = 1.0f;
state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
tmpfloat.f = 1.0f;
state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
state->render_states[WINED3D_RS_STENCILREF] = 0;
state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
state->render_states[WINED3D_RS_WRAP0] = 0;
state->render_states[WINED3D_RS_WRAP1] = 0;
state->render_states[WINED3D_RS_WRAP2] = 0;
state->render_states[WINED3D_RS_WRAP3] = 0;
state->render_states[WINED3D_RS_WRAP4] = 0;
state->render_states[WINED3D_RS_WRAP5] = 0;
state->render_states[WINED3D_RS_WRAP6] = 0;
state->render_states[WINED3D_RS_WRAP7] = 0;
state->render_states[WINED3D_RS_CLIPPING] = TRUE;
state->render_states[WINED3D_RS_LIGHTING] = TRUE;
state->render_states[WINED3D_RS_AMBIENT] = 0;
state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
tmpfloat.f = 1.0f;
state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
tmpfloat.f = 1.0f;
state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
tmpfloat.f = 1.0f;
state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
tmpfloat.f = 0.0f;
state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
tmpfloat.f = 0.0f;
state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
tmpfloat.f = 1.0f;
state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
tmpfloat.f = gl_info->limits.pointsize_max;
state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
tmpfloat.f = 0.0f;
state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
/* states new in d3d9 */
state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
tmpfloat.f = 1.0f;
state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
tmpfloat.f = 0.0f;
state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
tmpfloat.f = 1.0f;
state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
tmpfloat.f = 0.0f;
state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
state->render_states[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
state->render_states[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
state->render_states[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
state->render_states[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS;
state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
tmpfloat.f = 0.0f;
state->render_states[WINED3D_RS_DEPTHBIASCLAMP] = tmpfloat.d;
state->render_states[WINED3D_RS_DEPTHCLIP] = TRUE;
state->render_states[WINED3D_RS_WRAP8] = 0;
state->render_states[WINED3D_RS_WRAP9] = 0;
state->render_states[WINED3D_RS_WRAP10] = 0;
state->render_states[WINED3D_RS_WRAP11] = 0;
state->render_states[WINED3D_RS_WRAP12] = 0;
state->render_states[WINED3D_RS_WRAP13] = 0;
state->render_states[WINED3D_RS_WRAP14] = 0;
state->render_states[WINED3D_RS_WRAP15] = 0;
state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
for (i = 0; i < MAX_RENDER_TARGETS; ++i)
state->render_states[WINED3D_RS_COLORWRITE(i)] = 0x0000000f;
/* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < MAX_TEXTURES; ++i)
{
TRACE("Setting up default texture states for texture Stage %u.\n", i);
state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
}
for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
{
TRACE("Setting up default samplers states for sampler %u.\n", i);
state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
/* TODO: Indicates which element of a multielement texture to use. */
state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
/* TODO: Vertex offset in the presampled displacement map. */
state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
}
}
void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
DWORD flags)
{
unsigned int i;
state->flags = flags;
state->fb = fb;
for (i = 0; i < LIGHTMAP_SIZE; i++)
{
list_init(&state->light_map[i]);
}
if (flags & WINED3D_STATE_INIT_DEFAULT)
state_init_default(state, gl_info);
}
static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
struct wined3d_device *device, enum wined3d_stateblock_type type)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
stateblock->ref = 1;
stateblock->device = device;
state_init(&stateblock->state, NULL, &device->adapter->gl_info, d3d_info, 0);
if (type == WINED3D_SBT_RECORDED)
return WINED3D_OK;
TRACE("Updating changed flags appropriate for type %#x.\n", type);
switch (type)
{
case WINED3D_SBT_ALL:
stateblock_init_lights(stateblock, device->state.light_map);
stateblock_savedstates_set_all(&stateblock->changed,
d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
break;
case WINED3D_SBT_PIXEL_STATE:
stateblock_savedstates_set_pixel(&stateblock->changed,
d3d_info->limits.ps_uniform_count);
break;
case WINED3D_SBT_VERTEX_STATE:
stateblock_init_lights(stateblock, device->state.light_map);
stateblock_savedstates_set_vertex(&stateblock->changed,
d3d_info->limits.vs_uniform_count);
break;
default:
FIXME("Unrecognized state block type %#x.\n", type);
break;
}
stateblock_init_contained_states(stateblock);
wined3d_stateblock_capture(stateblock);
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
{
struct wined3d_stateblock *object;
HRESULT hr;
TRACE("device %p, type %#x, stateblock %p.\n",
device, type, stateblock);
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
hr = stateblock_init(object, device, type);
if (FAILED(hr))
{
WARN("Failed to initialize stateblock, hr %#x.\n", hr);
heap_free(object);
return hr;
}
TRACE("Created stateblock %p.\n", object);
*stateblock = object;
return WINED3D_OK;
}