xref: /reactos/dll/directx/wine/wined3d/stateblock.c (revision fc82f8e2)
1 /*
2  * state block implementation
3  *
4  * Copyright 2002 Raphael Junqueira
5  * Copyright 2004 Jason Edmeades
6  * Copyright 2005 Oliver Stieber
7  * Copyright 2007 Stefan Dösinger for CodeWeavers
8  * Copyright 2009 Henri Verbeet for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24 
25 #include "wined3d_private.h"
26 
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 
29 static const DWORD pixel_states_render[] =
30 {
31     WINED3D_RS_ALPHABLENDENABLE,
32     WINED3D_RS_ALPHAFUNC,
33     WINED3D_RS_ALPHAREF,
34     WINED3D_RS_ALPHATESTENABLE,
35     WINED3D_RS_ANTIALIASEDLINEENABLE,
36     WINED3D_RS_BLENDFACTOR,
37     WINED3D_RS_BLENDOP,
38     WINED3D_RS_BLENDOPALPHA,
39     WINED3D_RS_BACK_STENCILFAIL,
40     WINED3D_RS_BACK_STENCILPASS,
41     WINED3D_RS_BACK_STENCILZFAIL,
42     WINED3D_RS_COLORWRITEENABLE,
43     WINED3D_RS_COLORWRITEENABLE1,
44     WINED3D_RS_COLORWRITEENABLE2,
45     WINED3D_RS_COLORWRITEENABLE3,
46     WINED3D_RS_DEPTHBIAS,
47     WINED3D_RS_DESTBLEND,
48     WINED3D_RS_DESTBLENDALPHA,
49     WINED3D_RS_DITHERENABLE,
50     WINED3D_RS_FILLMODE,
51     WINED3D_RS_FOGDENSITY,
52     WINED3D_RS_FOGEND,
53     WINED3D_RS_FOGSTART,
54     WINED3D_RS_LASTPIXEL,
55     WINED3D_RS_SCISSORTESTENABLE,
56     WINED3D_RS_SEPARATEALPHABLENDENABLE,
57     WINED3D_RS_SHADEMODE,
58     WINED3D_RS_SLOPESCALEDEPTHBIAS,
59     WINED3D_RS_SRCBLEND,
60     WINED3D_RS_SRCBLENDALPHA,
61     WINED3D_RS_SRGBWRITEENABLE,
62     WINED3D_RS_STENCILENABLE,
63     WINED3D_RS_STENCILFAIL,
64     WINED3D_RS_STENCILFUNC,
65     WINED3D_RS_STENCILMASK,
66     WINED3D_RS_STENCILPASS,
67     WINED3D_RS_STENCILREF,
68     WINED3D_RS_STENCILWRITEMASK,
69     WINED3D_RS_STENCILZFAIL,
70     WINED3D_RS_TEXTUREFACTOR,
71     WINED3D_RS_TWOSIDEDSTENCILMODE,
72     WINED3D_RS_WRAP0,
73     WINED3D_RS_WRAP1,
74     WINED3D_RS_WRAP10,
75     WINED3D_RS_WRAP11,
76     WINED3D_RS_WRAP12,
77     WINED3D_RS_WRAP13,
78     WINED3D_RS_WRAP14,
79     WINED3D_RS_WRAP15,
80     WINED3D_RS_WRAP2,
81     WINED3D_RS_WRAP3,
82     WINED3D_RS_WRAP4,
83     WINED3D_RS_WRAP5,
84     WINED3D_RS_WRAP6,
85     WINED3D_RS_WRAP7,
86     WINED3D_RS_WRAP8,
87     WINED3D_RS_WRAP9,
88     WINED3D_RS_ZENABLE,
89     WINED3D_RS_ZFUNC,
90     WINED3D_RS_ZWRITEENABLE,
91 };
92 
93 static const DWORD pixel_states_texture[] =
94 {
95     WINED3D_TSS_ALPHA_ARG0,
96     WINED3D_TSS_ALPHA_ARG1,
97     WINED3D_TSS_ALPHA_ARG2,
98     WINED3D_TSS_ALPHA_OP,
99     WINED3D_TSS_BUMPENV_LOFFSET,
100     WINED3D_TSS_BUMPENV_LSCALE,
101     WINED3D_TSS_BUMPENV_MAT00,
102     WINED3D_TSS_BUMPENV_MAT01,
103     WINED3D_TSS_BUMPENV_MAT10,
104     WINED3D_TSS_BUMPENV_MAT11,
105     WINED3D_TSS_COLOR_ARG0,
106     WINED3D_TSS_COLOR_ARG1,
107     WINED3D_TSS_COLOR_ARG2,
108     WINED3D_TSS_COLOR_OP,
109     WINED3D_TSS_RESULT_ARG,
110     WINED3D_TSS_TEXCOORD_INDEX,
111     WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
112 };
113 
114 static const DWORD pixel_states_sampler[] =
115 {
116     WINED3D_SAMP_ADDRESS_U,
117     WINED3D_SAMP_ADDRESS_V,
118     WINED3D_SAMP_ADDRESS_W,
119     WINED3D_SAMP_BORDER_COLOR,
120     WINED3D_SAMP_MAG_FILTER,
121     WINED3D_SAMP_MIN_FILTER,
122     WINED3D_SAMP_MIP_FILTER,
123     WINED3D_SAMP_MIPMAP_LOD_BIAS,
124     WINED3D_SAMP_MAX_MIP_LEVEL,
125     WINED3D_SAMP_MAX_ANISOTROPY,
126     WINED3D_SAMP_SRGB_TEXTURE,
127     WINED3D_SAMP_ELEMENT_INDEX,
128 };
129 
130 static const DWORD vertex_states_render[] =
131 {
132     WINED3D_RS_ADAPTIVETESS_W,
133     WINED3D_RS_ADAPTIVETESS_X,
134     WINED3D_RS_ADAPTIVETESS_Y,
135     WINED3D_RS_ADAPTIVETESS_Z,
136     WINED3D_RS_AMBIENT,
137     WINED3D_RS_AMBIENTMATERIALSOURCE,
138     WINED3D_RS_CLIPPING,
139     WINED3D_RS_CLIPPLANEENABLE,
140     WINED3D_RS_COLORVERTEX,
141     WINED3D_RS_CULLMODE,
142     WINED3D_RS_DIFFUSEMATERIALSOURCE,
143     WINED3D_RS_EMISSIVEMATERIALSOURCE,
144     WINED3D_RS_ENABLEADAPTIVETESSELLATION,
145     WINED3D_RS_FOGCOLOR,
146     WINED3D_RS_FOGDENSITY,
147     WINED3D_RS_FOGENABLE,
148     WINED3D_RS_FOGEND,
149     WINED3D_RS_FOGSTART,
150     WINED3D_RS_FOGTABLEMODE,
151     WINED3D_RS_FOGVERTEXMODE,
152     WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
153     WINED3D_RS_LIGHTING,
154     WINED3D_RS_LOCALVIEWER,
155     WINED3D_RS_MAXTESSELLATIONLEVEL,
156     WINED3D_RS_MINTESSELLATIONLEVEL,
157     WINED3D_RS_MULTISAMPLEANTIALIAS,
158     WINED3D_RS_MULTISAMPLEMASK,
159     WINED3D_RS_NORMALDEGREE,
160     WINED3D_RS_NORMALIZENORMALS,
161     WINED3D_RS_PATCHEDGESTYLE,
162     WINED3D_RS_POINTSCALE_A,
163     WINED3D_RS_POINTSCALE_B,
164     WINED3D_RS_POINTSCALE_C,
165     WINED3D_RS_POINTSCALEENABLE,
166     WINED3D_RS_POINTSIZE,
167     WINED3D_RS_POINTSIZE_MAX,
168     WINED3D_RS_POINTSIZE_MIN,
169     WINED3D_RS_POINTSPRITEENABLE,
170     WINED3D_RS_POSITIONDEGREE,
171     WINED3D_RS_RANGEFOGENABLE,
172     WINED3D_RS_SHADEMODE,
173     WINED3D_RS_SPECULARENABLE,
174     WINED3D_RS_SPECULARMATERIALSOURCE,
175     WINED3D_RS_TWEENFACTOR,
176     WINED3D_RS_VERTEXBLEND,
177 };
178 
179 static const DWORD vertex_states_texture[] =
180 {
181     WINED3D_TSS_TEXCOORD_INDEX,
182     WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
183 };
184 
185 static const DWORD vertex_states_sampler[] =
186 {
187     WINED3D_SAMP_DMAP_OFFSET,
188 };
189 
190 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
191 {
192     DWORD mask = (1u << (map_size & 0x1f)) - 1;
193     memset(map, 0xff, (map_size >> 5) * sizeof(*map));
194     if (mask) map[map_size >> 5] = mask;
195 }
196 
197 /* Set all members of a stateblock savedstate to the given value */
198 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
199 {
200     unsigned int i;
201 
202     /* Single values */
203     states->indices = 1;
204     states->material = 1;
205     states->viewport = 1;
206     states->vertexDecl = 1;
207     states->pixelShader = 1;
208     states->vertexShader = 1;
209     states->scissorRect = 1;
210 
211     /* Fixed size arrays */
212     states->streamSource = 0xffff;
213     states->streamFreq = 0xffff;
214     states->textures = 0xfffff;
215     stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
216     stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
217     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
218     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
219     states->clipplane = (1u << MAX_CLIP_DISTANCES) - 1;
220     states->pixelShaderConstantsB = 0xffff;
221     states->pixelShaderConstantsI = 0xffff;
222     states->vertexShaderConstantsB = 0xffff;
223     states->vertexShaderConstantsI = 0xffff;
224 
225     /* Dynamically sized arrays */
226     memset(states->ps_consts_f, TRUE, sizeof(BOOL) * ps_consts);
227     memset(states->vs_consts_f, TRUE, sizeof(BOOL) * vs_consts);
228 }
229 
230 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
231 {
232     DWORD texture_mask = 0;
233     WORD sampler_mask = 0;
234     unsigned int i;
235 
236     states->pixelShader = 1;
237 
238     for (i = 0; i < ARRAY_SIZE(pixel_states_render); ++i)
239     {
240         DWORD rs = pixel_states_render[i];
241         states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
242     }
243 
244     for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i)
245         texture_mask |= 1u << pixel_states_texture[i];
246     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
247     for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i)
248         sampler_mask |= 1u << pixel_states_sampler[i];
249     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
250     states->pixelShaderConstantsB = 0xffff;
251     states->pixelShaderConstantsI = 0xffff;
252 
253     memset(states->ps_consts_f, TRUE, sizeof(BOOL) * num_constants);
254 }
255 
256 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
257 {
258     DWORD texture_mask = 0;
259     WORD sampler_mask = 0;
260     unsigned int i;
261 
262     states->vertexDecl = 1;
263     states->vertexShader = 1;
264 
265     for (i = 0; i < ARRAY_SIZE(vertex_states_render); ++i)
266     {
267         DWORD rs = vertex_states_render[i];
268         states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
269     }
270 
271     for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i)
272         texture_mask |= 1u << vertex_states_texture[i];
273     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
274     for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i)
275         sampler_mask |= 1u << vertex_states_sampler[i];
276     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
277     states->vertexShaderConstantsB = 0xffff;
278     states->vertexShaderConstantsI = 0xffff;
279 
280     memset(states->vs_consts_f, TRUE, sizeof(BOOL) * num_constants);
281 }
282 
283 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
284 {
285     const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
286     unsigned int i, j;
287 
288     for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
289     {
290         DWORD map = stateblock->changed.renderState[i];
291         for (j = 0; map; map >>= 1, ++j)
292         {
293             if (!(map & 1)) continue;
294 
295             stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
296             ++stateblock->num_contained_render_states;
297         }
298     }
299 
300     for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
301     {
302         DWORD map = stateblock->changed.transform[i];
303         for (j = 0; map; map >>= 1, ++j)
304         {
305             if (!(map & 1)) continue;
306 
307             stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
308             ++stateblock->num_contained_transform_states;
309         }
310     }
311 
312     for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
313     {
314         if (stateblock->changed.vs_consts_f[i])
315         {
316             stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
317             ++stateblock->num_contained_vs_consts_f;
318         }
319     }
320 
321     for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
322     {
323         if (stateblock->changed.vertexShaderConstantsI & (1u << i))
324         {
325             stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
326             ++stateblock->num_contained_vs_consts_i;
327         }
328     }
329 
330     for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
331     {
332         if (stateblock->changed.vertexShaderConstantsB & (1u << i))
333         {
334             stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
335             ++stateblock->num_contained_vs_consts_b;
336         }
337     }
338 
339     for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
340     {
341         if (stateblock->changed.ps_consts_f[i])
342         {
343             stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
344             ++stateblock->num_contained_ps_consts_f;
345         }
346     }
347 
348     for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
349     {
350         if (stateblock->changed.pixelShaderConstantsI & (1u << i))
351         {
352             stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
353             ++stateblock->num_contained_ps_consts_i;
354         }
355     }
356 
357     for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
358     {
359         if (stateblock->changed.pixelShaderConstantsB & (1u << i))
360         {
361             stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
362             ++stateblock->num_contained_ps_consts_b;
363         }
364     }
365 
366     for (i = 0; i < MAX_TEXTURES; ++i)
367     {
368         DWORD map = stateblock->changed.textureState[i];
369 
370         for(j = 0; map; map >>= 1, ++j)
371         {
372             if (!(map & 1)) continue;
373 
374             stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
375             stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
376             ++stateblock->num_contained_tss_states;
377         }
378     }
379 
380     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
381     {
382         DWORD map = stateblock->changed.samplerState[i];
383 
384         for (j = 0; map; map >>= 1, ++j)
385         {
386             if (!(map & 1)) continue;
387 
388             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
389             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
390             ++stateblock->num_contained_sampler_states;
391         }
392     }
393 }
394 
395 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
396 {
397     unsigned int i;
398 
399     for (i = 0; i < LIGHTMAP_SIZE; ++i)
400     {
401         const struct wined3d_light_info *src_light;
402 
403         LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
404         {
405             struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
406 
407             *dst_light = *src_light;
408             list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
409         }
410     }
411 }
412 
413 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
414 {
415     ULONG refcount = InterlockedIncrement(&stateblock->ref);
416 
417     TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
418 
419     return refcount;
420 }
421 
422 void state_unbind_resources(struct wined3d_state *state)
423 {
424     struct wined3d_unordered_access_view *uav;
425     struct wined3d_shader_resource_view *srv;
426     struct wined3d_vertex_declaration *decl;
427     struct wined3d_sampler *sampler;
428     struct wined3d_texture *texture;
429     struct wined3d_buffer *buffer;
430     struct wined3d_shader *shader;
431     unsigned int i, j;
432 
433     if ((decl = state->vertex_declaration))
434     {
435         state->vertex_declaration = NULL;
436         wined3d_vertex_declaration_decref(decl);
437     }
438 
439     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
440     {
441         if ((texture = state->textures[i]))
442         {
443             state->textures[i] = NULL;
444             wined3d_texture_decref(texture);
445         }
446     }
447 
448     for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
449     {
450         if ((buffer = state->stream_output[i].buffer))
451         {
452             state->stream_output[i].buffer = NULL;
453             wined3d_buffer_decref(buffer);
454         }
455     }
456 
457     for (i = 0; i < MAX_STREAMS; ++i)
458     {
459         if ((buffer = state->streams[i].buffer))
460         {
461             state->streams[i].buffer = NULL;
462             wined3d_buffer_decref(buffer);
463         }
464     }
465 
466     if ((buffer = state->index_buffer))
467     {
468         state->index_buffer = NULL;
469         wined3d_buffer_decref(buffer);
470     }
471 
472     for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
473     {
474         if ((shader = state->shader[i]))
475         {
476             state->shader[i] = NULL;
477             wined3d_shader_decref(shader);
478         }
479 
480         for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
481         {
482             if ((buffer = state->cb[i][j]))
483             {
484                 state->cb[i][j] = NULL;
485                 wined3d_buffer_decref(buffer);
486             }
487         }
488 
489         for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
490         {
491             if ((sampler = state->sampler[i][j]))
492             {
493                 state->sampler[i][j] = NULL;
494                 wined3d_sampler_decref(sampler);
495             }
496         }
497 
498         for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
499         {
500             if ((srv = state->shader_resource_view[i][j]))
501             {
502                 state->shader_resource_view[i][j] = NULL;
503                 wined3d_shader_resource_view_decref(srv);
504             }
505         }
506     }
507 
508     for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
509     {
510         for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
511         {
512             if ((uav = state->unordered_access_view[i][j]))
513             {
514                 state->unordered_access_view[i][j] = NULL;
515                 wined3d_unordered_access_view_decref(uav);
516             }
517         }
518     }
519 }
520 
521 void state_cleanup(struct wined3d_state *state)
522 {
523     unsigned int counter;
524 
525     if (!(state->flags & WINED3D_STATE_NO_REF))
526         state_unbind_resources(state);
527 
528     for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter)
529     {
530         state->lights[counter] = NULL;
531     }
532 
533     for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
534     {
535         struct list *e1, *e2;
536         LIST_FOR_EACH_SAFE(e1, e2, &state->light_map[counter])
537         {
538             struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
539             list_remove(&light->entry);
540             HeapFree(GetProcessHeap(), 0, light);
541         }
542     }
543 }
544 
545 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
546 {
547     ULONG refcount = InterlockedDecrement(&stateblock->ref);
548 
549     TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
550 
551     if (!refcount)
552     {
553         state_cleanup(&stateblock->state);
554         HeapFree(GetProcessHeap(), 0, stateblock);
555     }
556 
557     return refcount;
558 }
559 
560 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state, unsigned int idx)
561 {
562     struct wined3d_light_info *light_info;
563     unsigned int hash_idx;
564 
565     hash_idx = LIGHTMAP_HASHFUNC(idx);
566     LIST_FOR_EACH_ENTRY(light_info, &state->light_map[hash_idx], struct wined3d_light_info, entry)
567     {
568         if (light_info->OriginalIndex == idx)
569             return light_info;
570     }
571 
572     return NULL;
573 }
574 
575 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
576         struct wined3d_light_info *light_info, BOOL enable)
577 {
578     unsigned int light_count, i;
579 
580     if (!(light_info->enabled = enable))
581     {
582         if (light_info->glIndex == -1)
583         {
584             TRACE("Light already disabled, nothing to do.\n");
585             return;
586         }
587 
588         state->lights[light_info->glIndex] = NULL;
589         light_info->glIndex = -1;
590         return;
591     }
592 
593     if (light_info->glIndex != -1)
594     {
595         TRACE("Light already enabled, nothing to do.\n");
596         return;
597     }
598 
599     /* Find a free light. */
600     light_count = d3d_info->limits.active_light_count;
601     for (i = 0; i < light_count; ++i)
602     {
603         if (state->lights[i])
604             continue;
605 
606         state->lights[i] = light_info;
607         light_info->glIndex = i;
608         return;
609     }
610 
611     /* Our tests show that Windows returns D3D_OK in this situation, even with
612      * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices.
613      * This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns
614      * TRUE * as well for those lights.
615      *
616      * TODO: Test how this affects rendering. */
617     WARN("Too many concurrently active lights.\n");
618 }
619 
620 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
621 {
622     UINT i;
623 
624     /* Lights... For a recorded state block, we just had a chain of actions
625      * to perform, so we need to walk that chain and update any actions which
626      * differ. */
627     for (i = 0; i < LIGHTMAP_SIZE; ++i)
628     {
629         struct list *e, *f;
630         LIST_FOR_EACH(e, &dst_state->light_map[i])
631         {
632             BOOL updated = FALSE;
633             struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
634 
635             /* Look up the light in the destination */
636             LIST_FOR_EACH(f, &src_state->light_map[i])
637             {
638                 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
639                 if (realLight->OriginalIndex == src->OriginalIndex)
640                 {
641                     src->OriginalParms = realLight->OriginalParms;
642 
643                     if (realLight->glIndex == -1 && src->glIndex != -1)
644                     {
645                         /* Light disabled */
646                         dst_state->lights[src->glIndex] = NULL;
647                     }
648                     else if (realLight->glIndex != -1 && src->glIndex == -1)
649                     {
650                         /* Light enabled */
651                         dst_state->lights[realLight->glIndex] = src;
652                     }
653                     src->glIndex = realLight->glIndex;
654                     updated = TRUE;
655                     break;
656                 }
657             }
658 
659             if (!updated)
660             {
661                 /* This can happen if the light was originally created as a
662                  * default light for SetLightEnable() while recording. */
663                 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
664                         src->OriginalIndex, dst_state, src_state);
665 
666                 src->OriginalParms = WINED3D_default_light;
667                 if (src->glIndex != -1)
668                 {
669                     dst_state->lights[src->glIndex] = NULL;
670                     src->glIndex = -1;
671                 }
672             }
673         }
674     }
675 }
676 
677 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
678 {
679     const struct wined3d_state *src_state = &stateblock->device->state;
680     unsigned int i;
681     DWORD map;
682 
683     TRACE("stateblock %p.\n", stateblock);
684 
685     TRACE("Capturing state %p.\n", src_state);
686 
687     if (stateblock->changed.vertexShader && stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]
688             != src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
689     {
690         TRACE("Updating vertex shader from %p to %p\n",
691                 stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX],
692                 src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
693 
694         if (src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
695             wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
696         if (stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX])
697             wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
698         stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX] = src_state->shader[WINED3D_SHADER_TYPE_VERTEX];
699     }
700 
701     /* Vertex shader float constants. */
702     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
703     {
704         unsigned int idx = stateblock->contained_vs_consts_f[i];
705 
706         TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->vs_consts_f[idx]));
707 
708         stateblock->state.vs_consts_f[idx] = src_state->vs_consts_f[idx];
709     }
710 
711     /* Vertex shader integer constants. */
712     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
713     {
714         unsigned int idx = stateblock->contained_vs_consts_i[i];
715 
716         TRACE("Setting vs_consts[%u] to %s.\n", idx, debug_ivec4(&src_state->vs_consts_i[idx]));
717 
718         stateblock->state.vs_consts_i[idx] = src_state->vs_consts_i[idx];
719     }
720 
721     /* Vertex shader boolean constants. */
722     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
723     {
724         unsigned int idx = stateblock->contained_vs_consts_b[i];
725 
726         TRACE("Setting vs_consts_b[%u] to %s.\n",
727                 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
728 
729         stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
730     }
731 
732     /* Pixel shader float constants. */
733     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
734     {
735         unsigned int idx = stateblock->contained_ps_consts_f[i];
736 
737         TRACE("Setting ps_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->ps_consts_f[idx]));
738 
739         stateblock->state.ps_consts_f[idx] = src_state->ps_consts_f[idx];
740     }
741 
742     /* Pixel shader integer constants. */
743     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
744     {
745         unsigned int idx = stateblock->contained_ps_consts_i[i];
746 
747         TRACE("Setting ps_consts_i[%u] to %s.\n", idx, debug_ivec4(&src_state->ps_consts_i[idx]));
748 
749         stateblock->state.ps_consts_i[idx] = src_state->ps_consts_i[idx];
750     }
751 
752     /* Pixel shader boolean constants. */
753     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
754     {
755         unsigned int idx = stateblock->contained_ps_consts_b[i];
756         TRACE("Setting ps_consts_b[%u] to %s.\n",
757                 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
758 
759         stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
760     }
761 
762     /* Others + Render & Texture */
763     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
764     {
765         enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
766 
767         TRACE("Updating transform %#x.\n", transform);
768 
769         stateblock->state.transforms[transform] = src_state->transforms[transform];
770     }
771 
772     if (stateblock->changed.indices
773             && ((stateblock->state.index_buffer != src_state->index_buffer)
774                 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
775                 || (stateblock->state.index_format != src_state->index_format)
776                 || (stateblock->state.index_offset != src_state->index_offset)))
777     {
778         TRACE("Updating index buffer to %p, base vertex index to %d.\n",
779                 src_state->index_buffer, src_state->base_vertex_index);
780 
781         if (src_state->index_buffer)
782             wined3d_buffer_incref(src_state->index_buffer);
783         if (stateblock->state.index_buffer)
784             wined3d_buffer_decref(stateblock->state.index_buffer);
785         stateblock->state.index_buffer = src_state->index_buffer;
786         stateblock->state.base_vertex_index = src_state->base_vertex_index;
787         stateblock->state.index_format = src_state->index_format;
788         stateblock->state.index_offset = src_state->index_offset;
789     }
790 
791     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
792     {
793         TRACE("Updating vertex declaration from %p to %p.\n",
794                 stateblock->state.vertex_declaration, src_state->vertex_declaration);
795 
796         if (src_state->vertex_declaration)
797                 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
798         if (stateblock->state.vertex_declaration)
799                 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
800         stateblock->state.vertex_declaration = src_state->vertex_declaration;
801     }
802 
803     if (stateblock->changed.material
804             && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
805     {
806         TRACE("Updating material.\n");
807 
808         stateblock->state.material = src_state->material;
809     }
810 
811     if (stateblock->changed.viewport
812             && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
813     {
814         TRACE("Updating viewport.\n");
815 
816         stateblock->state.viewport = src_state->viewport;
817     }
818 
819     if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
820             &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
821     {
822         TRACE("Updating scissor rect.\n");
823 
824         stateblock->state.scissor_rect = src_state->scissor_rect;
825     }
826 
827     map = stateblock->changed.streamSource;
828     for (i = 0; map; map >>= 1, ++i)
829     {
830         if (!(map & 1)) continue;
831 
832         if (stateblock->state.streams[i].stride != src_state->streams[i].stride
833                 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
834         {
835             TRACE("Updating stream source %u to %p, stride to %u.\n",
836                     i, src_state->streams[i].buffer,
837                     src_state->streams[i].stride);
838 
839             stateblock->state.streams[i].stride = src_state->streams[i].stride;
840             if (src_state->streams[i].buffer)
841                     wined3d_buffer_incref(src_state->streams[i].buffer);
842             if (stateblock->state.streams[i].buffer)
843                     wined3d_buffer_decref(stateblock->state.streams[i].buffer);
844             stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
845         }
846     }
847 
848     map = stateblock->changed.streamFreq;
849     for (i = 0; map; map >>= 1, ++i)
850     {
851         if (!(map & 1)) continue;
852 
853         if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
854                 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
855         {
856             TRACE("Updating stream frequency %u to %u flags to %#x.\n",
857                     i, src_state->streams[i].frequency, src_state->streams[i].flags);
858 
859             stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
860             stateblock->state.streams[i].flags = src_state->streams[i].flags;
861         }
862     }
863 
864     map = stateblock->changed.clipplane;
865     for (i = 0; map; map >>= 1, ++i)
866     {
867         if (!(map & 1)) continue;
868 
869         if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
870         {
871             TRACE("Updating clipplane %u.\n", i);
872             stateblock->state.clip_planes[i] = src_state->clip_planes[i];
873         }
874     }
875 
876     /* Render */
877     for (i = 0; i < stateblock->num_contained_render_states; ++i)
878     {
879         enum wined3d_render_state rs = stateblock->contained_render_states[i];
880 
881         TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
882 
883         stateblock->state.render_states[rs] = src_state->render_states[rs];
884     }
885 
886     /* Texture states */
887     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
888     {
889         DWORD stage = stateblock->contained_tss_states[i].stage;
890         DWORD state = stateblock->contained_tss_states[i].state;
891 
892         TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
893                 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
894 
895         stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
896     }
897 
898     /* Samplers */
899     map = stateblock->changed.textures;
900     for (i = 0; map; map >>= 1, ++i)
901     {
902         if (!(map & 1)) continue;
903 
904         TRACE("Updating texture %u to %p (was %p).\n",
905                 i, src_state->textures[i], stateblock->state.textures[i]);
906 
907         if (src_state->textures[i])
908             wined3d_texture_incref(src_state->textures[i]);
909         if (stateblock->state.textures[i])
910             wined3d_texture_decref(stateblock->state.textures[i]);
911         stateblock->state.textures[i] = src_state->textures[i];
912     }
913 
914     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
915     {
916         DWORD stage = stateblock->contained_sampler_states[i].stage;
917         DWORD state = stateblock->contained_sampler_states[i].state;
918 
919         TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
920                 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
921 
922         stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
923     }
924 
925     if (stateblock->changed.pixelShader && stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]
926             != src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
927     {
928         if (src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
929             wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_PIXEL]);
930         if (stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL])
931             wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
932         stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL] = src_state->shader[WINED3D_SHADER_TYPE_PIXEL];
933     }
934 
935     wined3d_state_record_lights(&stateblock->state, src_state);
936 
937     TRACE("Capture done.\n");
938 }
939 
940 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
941 {
942     UINT i;
943 
944     for (i = 0; i < LIGHTMAP_SIZE; ++i)
945     {
946         struct list *e;
947 
948         LIST_FOR_EACH(e, &state->light_map[i])
949         {
950             const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
951 
952             wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
953             wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
954         }
955     }
956 }
957 
958 void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
959 {
960     struct wined3d_device *device = stateblock->device;
961     unsigned int i;
962     DWORD map;
963 
964     TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
965 
966     if (stateblock->changed.vertexShader)
967         wined3d_device_set_vertex_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
968 
969     /* Vertex Shader Constants. */
970     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
971     {
972         wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
973                 1, &stateblock->state.vs_consts_f[stateblock->contained_vs_consts_f[i]]);
974     }
975     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
976     {
977         wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
978                 1, &stateblock->state.vs_consts_i[stateblock->contained_vs_consts_i[i]]);
979     }
980     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
981     {
982         wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
983                 1, &stateblock->state.vs_consts_b[stateblock->contained_vs_consts_b[i]]);
984     }
985 
986     apply_lights(device, &stateblock->state);
987 
988     if (stateblock->changed.pixelShader)
989         wined3d_device_set_pixel_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
990 
991     /* Pixel Shader Constants. */
992     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
993     {
994         wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
995                 1, &stateblock->state.ps_consts_f[stateblock->contained_ps_consts_f[i]]);
996     }
997     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
998     {
999         wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
1000                 1, &stateblock->state.ps_consts_i[stateblock->contained_ps_consts_i[i]]);
1001     }
1002     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
1003     {
1004         wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
1005                 1, &stateblock->state.ps_consts_b[stateblock->contained_ps_consts_b[i]]);
1006     }
1007 
1008     /* Render states. */
1009     for (i = 0; i < stateblock->num_contained_render_states; ++i)
1010     {
1011         wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
1012                 stateblock->state.render_states[stateblock->contained_render_states[i]]);
1013     }
1014 
1015     /* Texture states. */
1016     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
1017     {
1018         DWORD stage = stateblock->contained_tss_states[i].stage;
1019         DWORD state = stateblock->contained_tss_states[i].state;
1020 
1021         wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
1022     }
1023 
1024     /* Sampler states. */
1025     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
1026     {
1027         DWORD stage = stateblock->contained_sampler_states[i].stage;
1028         DWORD state = stateblock->contained_sampler_states[i].state;
1029         DWORD value = stateblock->state.sampler_states[stage][state];
1030 
1031         if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1032         wined3d_device_set_sampler_state(device, stage, state, value);
1033     }
1034 
1035     /* Transform states. */
1036     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1037     {
1038         wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1039                 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1040     }
1041 
1042     if (stateblock->changed.indices)
1043     {
1044         wined3d_device_set_index_buffer(device, stateblock->state.index_buffer,
1045                 stateblock->state.index_format, stateblock->state.index_offset);
1046         wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1047     }
1048 
1049     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1050         wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1051 
1052     if (stateblock->changed.material)
1053         wined3d_device_set_material(device, &stateblock->state.material);
1054 
1055     if (stateblock->changed.viewport)
1056         wined3d_device_set_viewport(device, &stateblock->state.viewport);
1057 
1058     if (stateblock->changed.scissorRect)
1059         wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1060 
1061     map = stateblock->changed.streamSource;
1062     for (i = 0; map; map >>= 1, ++i)
1063     {
1064         if (map & 1)
1065             wined3d_device_set_stream_source(device, i,
1066                     stateblock->state.streams[i].buffer,
1067                     0, stateblock->state.streams[i].stride);
1068     }
1069 
1070     map = stateblock->changed.streamFreq;
1071     for (i = 0; map; map >>= 1, ++i)
1072     {
1073         if (map & 1)
1074             wined3d_device_set_stream_source_freq(device, i,
1075                     stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1076     }
1077 
1078     map = stateblock->changed.textures;
1079     for (i = 0; map; map >>= 1, ++i)
1080     {
1081         DWORD stage;
1082 
1083         if (!(map & 1)) continue;
1084 
1085         stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1086         wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1087     }
1088 
1089     map = stateblock->changed.clipplane;
1090     for (i = 0; map; map >>= 1, ++i)
1091     {
1092         if (!(map & 1)) continue;
1093 
1094         wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
1095     }
1096 
1097     TRACE("Applied stateblock %p.\n", stateblock);
1098 }
1099 
1100 static void state_init_default(struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
1101 {
1102     union
1103     {
1104         struct wined3d_line_pattern lp;
1105         DWORD d;
1106     } lp;
1107     union {
1108         float f;
1109         DWORD d;
1110     } tmpfloat;
1111     unsigned int i;
1112     struct wined3d_matrix identity;
1113 
1114     TRACE("state %p, gl_info %p.\n", state, gl_info);
1115 
1116     get_identity_matrix(&identity);
1117     state->gl_primitive_type = ~0u;
1118     state->gl_patch_vertices = 0;
1119 
1120     /* Set some of the defaults for lights, transforms etc */
1121     state->transforms[WINED3D_TS_PROJECTION] = identity;
1122     state->transforms[WINED3D_TS_VIEW] = identity;
1123     for (i = 0; i < 256; ++i)
1124     {
1125         state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
1126     }
1127 
1128     TRACE("Render states\n");
1129     /* Render states: */
1130     state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1131     state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
1132     state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
1133     lp.lp.repeat_factor = 0;
1134     lp.lp.line_pattern = 0;
1135     state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1136     state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1137     state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1138     state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1139     state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1140     state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1141     state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK;
1142     state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1143     state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1144     state->render_states[WINED3D_RS_ALPHAREF] = 0;
1145     state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1146     state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1147     state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1148     state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1149     state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1150     state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1151     state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
1152     tmpfloat.f = 0.0f;
1153     state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1154     tmpfloat.f = 1.0f;
1155     state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1156     tmpfloat.f = 1.0f;
1157     state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1158     state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1159     state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1160     state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1161     state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1162     state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1163     state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1164     state->render_states[WINED3D_RS_STENCILREF] = 0;
1165     state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1166     state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1167     state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1168     state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1169     state->render_states[WINED3D_RS_WRAP0] = 0;
1170     state->render_states[WINED3D_RS_WRAP1] = 0;
1171     state->render_states[WINED3D_RS_WRAP2] = 0;
1172     state->render_states[WINED3D_RS_WRAP3] = 0;
1173     state->render_states[WINED3D_RS_WRAP4] = 0;
1174     state->render_states[WINED3D_RS_WRAP5] = 0;
1175     state->render_states[WINED3D_RS_WRAP6] = 0;
1176     state->render_states[WINED3D_RS_WRAP7] = 0;
1177     state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1178     state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1179     state->render_states[WINED3D_RS_AMBIENT] = 0;
1180     state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
1181     state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1182     state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1183     state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1184     state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
1185     state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
1186     state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1187     state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1188     state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1189     state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1190     state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1191     tmpfloat.f = 1.0f;
1192     state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1193     tmpfloat.f = 1.0f;
1194     state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1195     state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1196     state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1197     tmpfloat.f = 1.0f;
1198     state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1199     tmpfloat.f = 0.0f;
1200     state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1201     tmpfloat.f = 0.0f;
1202     state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1203     state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1204     state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1205     state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
1206     tmpfloat.f = 1.0f;
1207     state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1208     state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1209     tmpfloat.f = gl_info->limits.pointsize_max;
1210     state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1211     state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1212     state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
1213     tmpfloat.f = 0.0f;
1214     state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1215     state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1216     state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1217     state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1218     /* states new in d3d9 */
1219     state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1220     state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1221     tmpfloat.f = 1.0f;
1222     state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1223     state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1224     state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1225     tmpfloat.f = 0.0f;
1226     state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1227     state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1228     tmpfloat.f = 1.0f;
1229     state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1230     tmpfloat.f = 0.0f;
1231     state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1232     state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1233     state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1234     state->render_states[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1235     state->render_states[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1236     state->render_states[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1237     state->render_states[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1238     state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
1239     state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
1240     state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
1241     state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
1242     state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1243     state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1244     state->render_states[WINED3D_RS_WRAP8] = 0;
1245     state->render_states[WINED3D_RS_WRAP9] = 0;
1246     state->render_states[WINED3D_RS_WRAP10] = 0;
1247     state->render_states[WINED3D_RS_WRAP11] = 0;
1248     state->render_states[WINED3D_RS_WRAP12] = 0;
1249     state->render_states[WINED3D_RS_WRAP13] = 0;
1250     state->render_states[WINED3D_RS_WRAP14] = 0;
1251     state->render_states[WINED3D_RS_WRAP15] = 0;
1252     state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1253     state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1254     state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1255     state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1256 
1257     /* Texture Stage States - Put directly into state block, we will call function below */
1258     for (i = 0; i < MAX_TEXTURES; ++i)
1259     {
1260         TRACE("Setting up default texture states for texture Stage %u.\n", i);
1261         state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
1262         state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
1263         state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
1264         state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
1265         state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
1266         state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
1267         state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
1268         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
1269         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
1270         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
1271         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
1272         state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
1273         state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
1274         state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
1275         state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
1276         state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
1277         state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
1278         state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
1279     }
1280 
1281     for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; ++i)
1282     {
1283         TRACE("Setting up default samplers states for sampler %u.\n", i);
1284         state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
1285         state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
1286         state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
1287         state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
1288         state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
1289         state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
1290         state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
1291         state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
1292         state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
1293         state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
1294         state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
1295         /* TODO: Indicates which element of a multielement texture to use. */
1296         state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
1297         /* TODO: Vertex offset in the presampled displacement map. */
1298         state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
1299     }
1300 }
1301 
1302 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
1303         const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1304         DWORD flags)
1305 {
1306     unsigned int i;
1307 
1308     state->flags = flags;
1309     state->fb = fb;
1310 
1311     for (i = 0; i < LIGHTMAP_SIZE; i++)
1312     {
1313         list_init(&state->light_map[i]);
1314     }
1315 
1316     if (flags & WINED3D_STATE_INIT_DEFAULT)
1317         state_init_default(state, gl_info);
1318 }
1319 
1320 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1321         struct wined3d_device *device, enum wined3d_stateblock_type type)
1322 {
1323     const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1324 
1325     stateblock->ref = 1;
1326     stateblock->device = device;
1327     state_init(&stateblock->state, NULL, &device->adapter->gl_info, d3d_info, 0);
1328 
1329     if (type == WINED3D_SBT_RECORDED)
1330         return WINED3D_OK;
1331 
1332     TRACE("Updating changed flags appropriate for type %#x.\n", type);
1333 
1334     switch (type)
1335     {
1336         case WINED3D_SBT_ALL:
1337             stateblock_init_lights(stateblock, device->state.light_map);
1338             stateblock_savedstates_set_all(&stateblock->changed,
1339                     d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
1340             break;
1341 
1342         case WINED3D_SBT_PIXEL_STATE:
1343             stateblock_savedstates_set_pixel(&stateblock->changed,
1344                     d3d_info->limits.ps_uniform_count);
1345             break;
1346 
1347         case WINED3D_SBT_VERTEX_STATE:
1348             stateblock_init_lights(stateblock, device->state.light_map);
1349             stateblock_savedstates_set_vertex(&stateblock->changed,
1350                     d3d_info->limits.vs_uniform_count);
1351             break;
1352 
1353         default:
1354             FIXME("Unrecognized state block type %#x.\n", type);
1355             break;
1356     }
1357 
1358     stateblock_init_contained_states(stateblock);
1359     wined3d_stateblock_capture(stateblock);
1360 
1361     return WINED3D_OK;
1362 }
1363 
1364 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1365         enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1366 {
1367     struct wined3d_stateblock *object;
1368     HRESULT hr;
1369 
1370     TRACE("device %p, type %#x, stateblock %p.\n",
1371             device, type, stateblock);
1372 
1373     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1374     if (!object)
1375         return E_OUTOFMEMORY;
1376 
1377     hr = stateblock_init(object, device, type);
1378     if (FAILED(hr))
1379     {
1380         WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1381         HeapFree(GetProcessHeap(), 0, object);
1382         return hr;
1383     }
1384 
1385     TRACE("Created stateblock %p.\n", object);
1386     *stateblock = object;
1387 
1388     return WINED3D_OK;
1389 }
1390