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