xref: /reactos/dll/directx/wine/wined3d/stateblock.c (revision 81cffd76)
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 "config.h"
26 #include "wine/port.h"
27 #include "wined3d_private.h"
28 
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 
31 static const DWORD pixel_states_render[] =
32 {
33     WINED3D_RS_ALPHABLENDENABLE,
34     WINED3D_RS_ALPHAFUNC,
35     WINED3D_RS_ALPHAREF,
36     WINED3D_RS_ALPHATESTENABLE,
37     WINED3D_RS_ANTIALIASEDLINEENABLE,
38     WINED3D_RS_BLENDFACTOR,
39     WINED3D_RS_BLENDOP,
40     WINED3D_RS_BLENDOPALPHA,
41     WINED3D_RS_BACK_STENCILFAIL,
42     WINED3D_RS_BACK_STENCILPASS,
43     WINED3D_RS_BACK_STENCILZFAIL,
44     WINED3D_RS_COLORWRITEENABLE,
45     WINED3D_RS_COLORWRITEENABLE1,
46     WINED3D_RS_COLORWRITEENABLE2,
47     WINED3D_RS_COLORWRITEENABLE3,
48     WINED3D_RS_COLORWRITEENABLE4,
49     WINED3D_RS_COLORWRITEENABLE5,
50     WINED3D_RS_COLORWRITEENABLE6,
51     WINED3D_RS_COLORWRITEENABLE7,
52     WINED3D_RS_DEPTHBIAS,
53     WINED3D_RS_DESTBLEND,
54     WINED3D_RS_DESTBLENDALPHA,
55     WINED3D_RS_DITHERENABLE,
56     WINED3D_RS_FILLMODE,
57     WINED3D_RS_FOGDENSITY,
58     WINED3D_RS_FOGEND,
59     WINED3D_RS_FOGSTART,
60     WINED3D_RS_LASTPIXEL,
61     WINED3D_RS_SCISSORTESTENABLE,
62     WINED3D_RS_SEPARATEALPHABLENDENABLE,
63     WINED3D_RS_SHADEMODE,
64     WINED3D_RS_SLOPESCALEDEPTHBIAS,
65     WINED3D_RS_SRCBLEND,
66     WINED3D_RS_SRCBLENDALPHA,
67     WINED3D_RS_SRGBWRITEENABLE,
68     WINED3D_RS_STENCILENABLE,
69     WINED3D_RS_STENCILFAIL,
70     WINED3D_RS_STENCILFUNC,
71     WINED3D_RS_STENCILMASK,
72     WINED3D_RS_STENCILPASS,
73     WINED3D_RS_STENCILREF,
74     WINED3D_RS_STENCILWRITEMASK,
75     WINED3D_RS_STENCILZFAIL,
76     WINED3D_RS_TEXTUREFACTOR,
77     WINED3D_RS_TWOSIDEDSTENCILMODE,
78     WINED3D_RS_WRAP0,
79     WINED3D_RS_WRAP1,
80     WINED3D_RS_WRAP10,
81     WINED3D_RS_WRAP11,
82     WINED3D_RS_WRAP12,
83     WINED3D_RS_WRAP13,
84     WINED3D_RS_WRAP14,
85     WINED3D_RS_WRAP15,
86     WINED3D_RS_WRAP2,
87     WINED3D_RS_WRAP3,
88     WINED3D_RS_WRAP4,
89     WINED3D_RS_WRAP5,
90     WINED3D_RS_WRAP6,
91     WINED3D_RS_WRAP7,
92     WINED3D_RS_WRAP8,
93     WINED3D_RS_WRAP9,
94     WINED3D_RS_ZENABLE,
95     WINED3D_RS_ZFUNC,
96     WINED3D_RS_ZWRITEENABLE,
97     WINED3D_RS_DEPTHCLIP,
98 };
99 
100 static const DWORD pixel_states_texture[] =
101 {
102     WINED3D_TSS_ALPHA_ARG0,
103     WINED3D_TSS_ALPHA_ARG1,
104     WINED3D_TSS_ALPHA_ARG2,
105     WINED3D_TSS_ALPHA_OP,
106     WINED3D_TSS_BUMPENV_LOFFSET,
107     WINED3D_TSS_BUMPENV_LSCALE,
108     WINED3D_TSS_BUMPENV_MAT00,
109     WINED3D_TSS_BUMPENV_MAT01,
110     WINED3D_TSS_BUMPENV_MAT10,
111     WINED3D_TSS_BUMPENV_MAT11,
112     WINED3D_TSS_COLOR_ARG0,
113     WINED3D_TSS_COLOR_ARG1,
114     WINED3D_TSS_COLOR_ARG2,
115     WINED3D_TSS_COLOR_OP,
116     WINED3D_TSS_RESULT_ARG,
117     WINED3D_TSS_TEXCOORD_INDEX,
118     WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
119 };
120 
121 static const DWORD pixel_states_sampler[] =
122 {
123     WINED3D_SAMP_ADDRESS_U,
124     WINED3D_SAMP_ADDRESS_V,
125     WINED3D_SAMP_ADDRESS_W,
126     WINED3D_SAMP_BORDER_COLOR,
127     WINED3D_SAMP_MAG_FILTER,
128     WINED3D_SAMP_MIN_FILTER,
129     WINED3D_SAMP_MIP_FILTER,
130     WINED3D_SAMP_MIPMAP_LOD_BIAS,
131     WINED3D_SAMP_MAX_MIP_LEVEL,
132     WINED3D_SAMP_MAX_ANISOTROPY,
133     WINED3D_SAMP_SRGB_TEXTURE,
134     WINED3D_SAMP_ELEMENT_INDEX,
135 };
136 
137 static const DWORD vertex_states_render[] =
138 {
139     WINED3D_RS_ADAPTIVETESS_W,
140     WINED3D_RS_ADAPTIVETESS_X,
141     WINED3D_RS_ADAPTIVETESS_Y,
142     WINED3D_RS_ADAPTIVETESS_Z,
143     WINED3D_RS_AMBIENT,
144     WINED3D_RS_AMBIENTMATERIALSOURCE,
145     WINED3D_RS_CLIPPING,
146     WINED3D_RS_CLIPPLANEENABLE,
147     WINED3D_RS_COLORVERTEX,
148     WINED3D_RS_CULLMODE,
149     WINED3D_RS_DIFFUSEMATERIALSOURCE,
150     WINED3D_RS_EMISSIVEMATERIALSOURCE,
151     WINED3D_RS_ENABLEADAPTIVETESSELLATION,
152     WINED3D_RS_FOGCOLOR,
153     WINED3D_RS_FOGDENSITY,
154     WINED3D_RS_FOGENABLE,
155     WINED3D_RS_FOGEND,
156     WINED3D_RS_FOGSTART,
157     WINED3D_RS_FOGTABLEMODE,
158     WINED3D_RS_FOGVERTEXMODE,
159     WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
160     WINED3D_RS_LIGHTING,
161     WINED3D_RS_LOCALVIEWER,
162     WINED3D_RS_MAXTESSELLATIONLEVEL,
163     WINED3D_RS_MINTESSELLATIONLEVEL,
164     WINED3D_RS_MULTISAMPLEANTIALIAS,
165     WINED3D_RS_MULTISAMPLEMASK,
166     WINED3D_RS_NORMALDEGREE,
167     WINED3D_RS_NORMALIZENORMALS,
168     WINED3D_RS_PATCHEDGESTYLE,
169     WINED3D_RS_POINTSCALE_A,
170     WINED3D_RS_POINTSCALE_B,
171     WINED3D_RS_POINTSCALE_C,
172     WINED3D_RS_POINTSCALEENABLE,
173     WINED3D_RS_POINTSIZE,
174     WINED3D_RS_POINTSIZE_MAX,
175     WINED3D_RS_POINTSIZE_MIN,
176     WINED3D_RS_POINTSPRITEENABLE,
177     WINED3D_RS_POSITIONDEGREE,
178     WINED3D_RS_RANGEFOGENABLE,
179     WINED3D_RS_SHADEMODE,
180     WINED3D_RS_SPECULARENABLE,
181     WINED3D_RS_SPECULARMATERIALSOURCE,
182     WINED3D_RS_TWEENFACTOR,
183     WINED3D_RS_VERTEXBLEND,
184 };
185 
186 static const DWORD vertex_states_texture[] =
187 {
188     WINED3D_TSS_TEXCOORD_INDEX,
189     WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
190 };
191 
192 static const DWORD vertex_states_sampler[] =
193 {
194     WINED3D_SAMP_DMAP_OFFSET,
195 };
196 
stateblock_set_bits(DWORD * map,UINT map_size)197 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
198 {
199     DWORD mask = (1u << (map_size & 0x1f)) - 1;
200     memset(map, 0xff, (map_size >> 5) * sizeof(*map));
201     if (mask) map[map_size >> 5] = mask;
202 }
203 
204 /* Set all members of a stateblock savedstate to the given value */
stateblock_savedstates_set_all(struct wined3d_saved_states * states,DWORD vs_consts,DWORD ps_consts)205 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
206 {
207     unsigned int i;
208 
209     /* Single values */
210     states->indices = 1;
211     states->material = 1;
212     states->viewport = 1;
213     states->vertexDecl = 1;
214     states->pixelShader = 1;
215     states->vertexShader = 1;
216     states->scissorRect = 1;
217 
218     /* Fixed size arrays */
219     states->streamSource = 0xffff;
220     states->streamFreq = 0xffff;
221     states->textures = 0xfffff;
222     stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
223     stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
224     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
225     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
226     states->clipplane = (1u << MAX_CLIP_DISTANCES) - 1;
227     states->pixelShaderConstantsB = 0xffff;
228     states->pixelShaderConstantsI = 0xffff;
229     states->vertexShaderConstantsB = 0xffff;
230     states->vertexShaderConstantsI = 0xffff;
231 
232     /* Dynamically sized arrays */
233     memset(states->ps_consts_f, TRUE, sizeof(BOOL) * ps_consts);
234     memset(states->vs_consts_f, TRUE, sizeof(BOOL) * vs_consts);
235 }
236 
stateblock_savedstates_set_pixel(struct wined3d_saved_states * states,const DWORD num_constants)237 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
238 {
239     DWORD texture_mask = 0;
240     WORD sampler_mask = 0;
241     unsigned int i;
242 
243     states->pixelShader = 1;
244 
245     for (i = 0; i < ARRAY_SIZE(pixel_states_render); ++i)
246     {
247         DWORD rs = pixel_states_render[i];
248         states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
249     }
250 
251     for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i)
252         texture_mask |= 1u << pixel_states_texture[i];
253     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
254     for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i)
255         sampler_mask |= 1u << pixel_states_sampler[i];
256     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
257     states->pixelShaderConstantsB = 0xffff;
258     states->pixelShaderConstantsI = 0xffff;
259 
260     memset(states->ps_consts_f, TRUE, sizeof(BOOL) * num_constants);
261 }
262 
stateblock_savedstates_set_vertex(struct wined3d_saved_states * states,const DWORD num_constants)263 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
264 {
265     DWORD texture_mask = 0;
266     WORD sampler_mask = 0;
267     unsigned int i;
268 
269     states->vertexDecl = 1;
270     states->vertexShader = 1;
271 
272     for (i = 0; i < ARRAY_SIZE(vertex_states_render); ++i)
273     {
274         DWORD rs = vertex_states_render[i];
275         states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
276     }
277 
278     for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i)
279         texture_mask |= 1u << vertex_states_texture[i];
280     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
281     for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i)
282         sampler_mask |= 1u << vertex_states_sampler[i];
283     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
284     states->vertexShaderConstantsB = 0xffff;
285     states->vertexShaderConstantsI = 0xffff;
286 
287     memset(states->vs_consts_f, TRUE, sizeof(BOOL) * num_constants);
288 }
289 
stateblock_init_contained_states(struct wined3d_stateblock * stateblock)290 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
291 {
292     const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
293     unsigned int i, j;
294 
295     for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
296     {
297         DWORD map = stateblock->changed.renderState[i];
298         for (j = 0; map; map >>= 1, ++j)
299         {
300             if (!(map & 1)) continue;
301 
302             stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
303             ++stateblock->num_contained_render_states;
304         }
305     }
306 
307     for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
308     {
309         DWORD map = stateblock->changed.transform[i];
310         for (j = 0; map; map >>= 1, ++j)
311         {
312             if (!(map & 1)) continue;
313 
314             stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
315             ++stateblock->num_contained_transform_states;
316         }
317     }
318 
319     for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
320     {
321         if (stateblock->changed.vs_consts_f[i])
322         {
323             stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
324             ++stateblock->num_contained_vs_consts_f;
325         }
326     }
327 
328     for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
329     {
330         if (stateblock->changed.vertexShaderConstantsI & (1u << i))
331         {
332             stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
333             ++stateblock->num_contained_vs_consts_i;
334         }
335     }
336 
337     for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
338     {
339         if (stateblock->changed.vertexShaderConstantsB & (1u << i))
340         {
341             stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
342             ++stateblock->num_contained_vs_consts_b;
343         }
344     }
345 
346     for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
347     {
348         if (stateblock->changed.ps_consts_f[i])
349         {
350             stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
351             ++stateblock->num_contained_ps_consts_f;
352         }
353     }
354 
355     for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
356     {
357         if (stateblock->changed.pixelShaderConstantsI & (1u << i))
358         {
359             stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
360             ++stateblock->num_contained_ps_consts_i;
361         }
362     }
363 
364     for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
365     {
366         if (stateblock->changed.pixelShaderConstantsB & (1u << i))
367         {
368             stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
369             ++stateblock->num_contained_ps_consts_b;
370         }
371     }
372 
373     for (i = 0; i < MAX_TEXTURES; ++i)
374     {
375         DWORD map = stateblock->changed.textureState[i];
376 
377         for(j = 0; map; map >>= 1, ++j)
378         {
379             if (!(map & 1)) continue;
380 
381             stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
382             stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
383             ++stateblock->num_contained_tss_states;
384         }
385     }
386 
387     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
388     {
389         DWORD map = stateblock->changed.samplerState[i];
390 
391         for (j = 0; map; map >>= 1, ++j)
392         {
393             if (!(map & 1)) continue;
394 
395             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
396             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
397             ++stateblock->num_contained_sampler_states;
398         }
399     }
400 }
401 
stateblock_init_lights(struct wined3d_stateblock * stateblock,struct list * light_map)402 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
403 {
404     unsigned int i;
405 
406     for (i = 0; i < LIGHTMAP_SIZE; ++i)
407     {
408         const struct wined3d_light_info *src_light;
409 
410         LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
411         {
412             struct wined3d_light_info *dst_light = heap_alloc(sizeof(*dst_light));
413 
414             *dst_light = *src_light;
415             list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
416         }
417     }
418 }
419 
wined3d_stateblock_incref(struct wined3d_stateblock * stateblock)420 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
421 {
422     ULONG refcount = InterlockedIncrement(&stateblock->ref);
423 
424     TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
425 
426     return refcount;
427 }
428 
state_unbind_resources(struct wined3d_state * state)429 void state_unbind_resources(struct wined3d_state *state)
430 {
431     struct wined3d_unordered_access_view *uav;
432     struct wined3d_shader_resource_view *srv;
433     struct wined3d_vertex_declaration *decl;
434     struct wined3d_sampler *sampler;
435     struct wined3d_texture *texture;
436     struct wined3d_buffer *buffer;
437     struct wined3d_shader *shader;
438     unsigned int i, j;
439 
440     if ((decl = state->vertex_declaration))
441     {
442         state->vertex_declaration = NULL;
443         wined3d_vertex_declaration_decref(decl);
444     }
445 
446     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
447     {
448         if ((texture = state->textures[i]))
449         {
450             state->textures[i] = NULL;
451             wined3d_texture_decref(texture);
452         }
453     }
454 
455     for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
456     {
457         if ((buffer = state->stream_output[i].buffer))
458         {
459             state->stream_output[i].buffer = NULL;
460             wined3d_buffer_decref(buffer);
461         }
462     }
463 
464     for (i = 0; i < MAX_STREAMS; ++i)
465     {
466         if ((buffer = state->streams[i].buffer))
467         {
468             state->streams[i].buffer = NULL;
469             wined3d_buffer_decref(buffer);
470         }
471     }
472 
473     if ((buffer = state->index_buffer))
474     {
475         state->index_buffer = NULL;
476         wined3d_buffer_decref(buffer);
477     }
478 
479     for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
480     {
481         if ((shader = state->shader[i]))
482         {
483             state->shader[i] = NULL;
484             wined3d_shader_decref(shader);
485         }
486 
487         for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
488         {
489             if ((buffer = state->cb[i][j]))
490             {
491                 state->cb[i][j] = NULL;
492                 wined3d_buffer_decref(buffer);
493             }
494         }
495 
496         for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
497         {
498             if ((sampler = state->sampler[i][j]))
499             {
500                 state->sampler[i][j] = NULL;
501                 wined3d_sampler_decref(sampler);
502             }
503         }
504 
505         for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
506         {
507             if ((srv = state->shader_resource_view[i][j]))
508             {
509                 state->shader_resource_view[i][j] = NULL;
510                 wined3d_shader_resource_view_decref(srv);
511             }
512         }
513     }
514 
515     for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
516     {
517         for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
518         {
519             if ((uav = state->unordered_access_view[i][j]))
520             {
521                 state->unordered_access_view[i][j] = NULL;
522                 wined3d_unordered_access_view_decref(uav);
523             }
524         }
525     }
526 }
527 
state_cleanup(struct wined3d_state * state)528 void state_cleanup(struct wined3d_state *state)
529 {
530     unsigned int counter;
531 
532     if (!(state->flags & WINED3D_STATE_NO_REF))
533         state_unbind_resources(state);
534 
535     for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter)
536     {
537         state->lights[counter] = NULL;
538     }
539 
540     for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
541     {
542         struct list *e1, *e2;
543         LIST_FOR_EACH_SAFE(e1, e2, &state->light_map[counter])
544         {
545             struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
546             list_remove(&light->entry);
547             heap_free(light);
548         }
549     }
550 }
551 
wined3d_stateblock_decref(struct wined3d_stateblock * stateblock)552 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
553 {
554     ULONG refcount = InterlockedDecrement(&stateblock->ref);
555 
556     TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
557 
558     if (!refcount)
559     {
560         state_cleanup(&stateblock->state);
561         heap_free(stateblock);
562     }
563 
564     return refcount;
565 }
566 
wined3d_state_get_light(const struct wined3d_state * state,unsigned int idx)567 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state, unsigned int idx)
568 {
569     struct wined3d_light_info *light_info;
570     unsigned int hash_idx;
571 
572     hash_idx = LIGHTMAP_HASHFUNC(idx);
573     LIST_FOR_EACH_ENTRY(light_info, &state->light_map[hash_idx], struct wined3d_light_info, entry)
574     {
575         if (light_info->OriginalIndex == idx)
576             return light_info;
577     }
578 
579     return NULL;
580 }
581 
wined3d_state_enable_light(struct wined3d_state * state,const struct wined3d_d3d_info * d3d_info,struct wined3d_light_info * light_info,BOOL enable)582 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
583         struct wined3d_light_info *light_info, BOOL enable)
584 {
585     unsigned int light_count, i;
586 
587     if (!(light_info->enabled = enable))
588     {
589         if (light_info->glIndex == -1)
590         {
591             TRACE("Light already disabled, nothing to do.\n");
592             return;
593         }
594 
595         state->lights[light_info->glIndex] = NULL;
596         light_info->glIndex = -1;
597         return;
598     }
599 
600     if (light_info->glIndex != -1)
601     {
602         TRACE("Light already enabled, nothing to do.\n");
603         return;
604     }
605 
606     /* Find a free light. */
607     light_count = d3d_info->limits.active_light_count;
608     for (i = 0; i < light_count; ++i)
609     {
610         if (state->lights[i])
611             continue;
612 
613         state->lights[i] = light_info;
614         light_info->glIndex = i;
615         return;
616     }
617 
618     /* Our tests show that Windows returns D3D_OK in this situation, even with
619      * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices.
620      * This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns
621      * TRUE * as well for those lights.
622      *
623      * TODO: Test how this affects rendering. */
624     WARN("Too many concurrently active lights.\n");
625 }
626 
wined3d_state_record_lights(struct wined3d_state * dst_state,const struct wined3d_state * src_state)627 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
628 {
629     UINT i;
630 
631     /* Lights... For a recorded state block, we just had a chain of actions
632      * to perform, so we need to walk that chain and update any actions which
633      * differ. */
634     for (i = 0; i < LIGHTMAP_SIZE; ++i)
635     {
636         struct list *e, *f;
637         LIST_FOR_EACH(e, &dst_state->light_map[i])
638         {
639             BOOL updated = FALSE;
640             struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
641 
642             /* Look up the light in the destination */
643             LIST_FOR_EACH(f, &src_state->light_map[i])
644             {
645                 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
646                 if (realLight->OriginalIndex == src->OriginalIndex)
647                 {
648                     src->OriginalParms = realLight->OriginalParms;
649 
650                     if (realLight->glIndex == -1 && src->glIndex != -1)
651                     {
652                         /* Light disabled */
653                         dst_state->lights[src->glIndex] = NULL;
654                     }
655                     else if (realLight->glIndex != -1 && src->glIndex == -1)
656                     {
657                         /* Light enabled */
658                         dst_state->lights[realLight->glIndex] = src;
659                     }
660                     src->glIndex = realLight->glIndex;
661                     updated = TRUE;
662                     break;
663                 }
664             }
665 
666             if (!updated)
667             {
668                 /* This can happen if the light was originally created as a
669                  * default light for SetLightEnable() while recording. */
670                 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
671                         src->OriginalIndex, dst_state, src_state);
672 
673                 src->OriginalParms = WINED3D_default_light;
674                 if (src->glIndex != -1)
675                 {
676                     dst_state->lights[src->glIndex] = NULL;
677                     src->glIndex = -1;
678                 }
679             }
680         }
681     }
682 }
683 
wined3d_stateblock_capture(struct wined3d_stateblock * stateblock)684 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
685 {
686     const struct wined3d_state *src_state = &stateblock->device->state;
687     unsigned int i;
688     DWORD map;
689 
690     TRACE("stateblock %p.\n", stateblock);
691 
692     TRACE("Capturing state %p.\n", src_state);
693 
694     if (stateblock->changed.vertexShader && stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]
695             != src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
696     {
697         TRACE("Updating vertex shader from %p to %p\n",
698                 stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX],
699                 src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
700 
701         if (src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
702             wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
703         if (stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX])
704             wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
705         stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX] = src_state->shader[WINED3D_SHADER_TYPE_VERTEX];
706     }
707 
708     /* Vertex shader float constants. */
709     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
710     {
711         unsigned int idx = stateblock->contained_vs_consts_f[i];
712 
713         TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->vs_consts_f[idx]));
714 
715         stateblock->state.vs_consts_f[idx] = src_state->vs_consts_f[idx];
716     }
717 
718     /* Vertex shader integer constants. */
719     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
720     {
721         unsigned int idx = stateblock->contained_vs_consts_i[i];
722 
723         TRACE("Setting vs_consts[%u] to %s.\n", idx, debug_ivec4(&src_state->vs_consts_i[idx]));
724 
725         stateblock->state.vs_consts_i[idx] = src_state->vs_consts_i[idx];
726     }
727 
728     /* Vertex shader boolean constants. */
729     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
730     {
731         unsigned int idx = stateblock->contained_vs_consts_b[i];
732 
733         TRACE("Setting vs_consts_b[%u] to %s.\n",
734                 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
735 
736         stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
737     }
738 
739     /* Pixel shader float constants. */
740     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
741     {
742         unsigned int idx = stateblock->contained_ps_consts_f[i];
743 
744         TRACE("Setting ps_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->ps_consts_f[idx]));
745 
746         stateblock->state.ps_consts_f[idx] = src_state->ps_consts_f[idx];
747     }
748 
749     /* Pixel shader integer constants. */
750     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
751     {
752         unsigned int idx = stateblock->contained_ps_consts_i[i];
753 
754         TRACE("Setting ps_consts_i[%u] to %s.\n", idx, debug_ivec4(&src_state->ps_consts_i[idx]));
755 
756         stateblock->state.ps_consts_i[idx] = src_state->ps_consts_i[idx];
757     }
758 
759     /* Pixel shader boolean constants. */
760     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
761     {
762         unsigned int idx = stateblock->contained_ps_consts_b[i];
763         TRACE("Setting ps_consts_b[%u] to %s.\n",
764                 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
765 
766         stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
767     }
768 
769     /* Others + Render & Texture */
770     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
771     {
772         enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
773 
774         TRACE("Updating transform %#x.\n", transform);
775 
776         stateblock->state.transforms[transform] = src_state->transforms[transform];
777     }
778 
779     if (stateblock->changed.indices
780             && ((stateblock->state.index_buffer != src_state->index_buffer)
781                 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
782                 || (stateblock->state.index_format != src_state->index_format)
783                 || (stateblock->state.index_offset != src_state->index_offset)))
784     {
785         TRACE("Updating index buffer to %p, base vertex index to %d.\n",
786                 src_state->index_buffer, src_state->base_vertex_index);
787 
788         if (src_state->index_buffer)
789             wined3d_buffer_incref(src_state->index_buffer);
790         if (stateblock->state.index_buffer)
791             wined3d_buffer_decref(stateblock->state.index_buffer);
792         stateblock->state.index_buffer = src_state->index_buffer;
793         stateblock->state.base_vertex_index = src_state->base_vertex_index;
794         stateblock->state.index_format = src_state->index_format;
795         stateblock->state.index_offset = src_state->index_offset;
796     }
797 
798     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
799     {
800         TRACE("Updating vertex declaration from %p to %p.\n",
801                 stateblock->state.vertex_declaration, src_state->vertex_declaration);
802 
803         if (src_state->vertex_declaration)
804                 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
805         if (stateblock->state.vertex_declaration)
806                 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
807         stateblock->state.vertex_declaration = src_state->vertex_declaration;
808     }
809 
810     if (stateblock->changed.material
811             && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
812     {
813         TRACE("Updating material.\n");
814 
815         stateblock->state.material = src_state->material;
816     }
817 
818     if (stateblock->changed.viewport
819             && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
820     {
821         TRACE("Updating viewport.\n");
822 
823         stateblock->state.viewport = src_state->viewport;
824     }
825 
826     if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
827             &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
828     {
829         TRACE("Updating scissor rect.\n");
830 
831         stateblock->state.scissor_rect = src_state->scissor_rect;
832     }
833 
834     map = stateblock->changed.streamSource;
835     for (i = 0; map; map >>= 1, ++i)
836     {
837         if (!(map & 1)) continue;
838 
839         if (stateblock->state.streams[i].stride != src_state->streams[i].stride
840                 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
841         {
842             TRACE("Updating stream source %u to %p, stride to %u.\n",
843                     i, src_state->streams[i].buffer,
844                     src_state->streams[i].stride);
845 
846             stateblock->state.streams[i].stride = src_state->streams[i].stride;
847             if (src_state->streams[i].buffer)
848                     wined3d_buffer_incref(src_state->streams[i].buffer);
849             if (stateblock->state.streams[i].buffer)
850                     wined3d_buffer_decref(stateblock->state.streams[i].buffer);
851             stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
852         }
853     }
854 
855     map = stateblock->changed.streamFreq;
856     for (i = 0; map; map >>= 1, ++i)
857     {
858         if (!(map & 1)) continue;
859 
860         if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
861                 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
862         {
863             TRACE("Updating stream frequency %u to %u flags to %#x.\n",
864                     i, src_state->streams[i].frequency, src_state->streams[i].flags);
865 
866             stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
867             stateblock->state.streams[i].flags = src_state->streams[i].flags;
868         }
869     }
870 
871     map = stateblock->changed.clipplane;
872     for (i = 0; map; map >>= 1, ++i)
873     {
874         if (!(map & 1)) continue;
875 
876         if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
877         {
878             TRACE("Updating clipplane %u.\n", i);
879             stateblock->state.clip_planes[i] = src_state->clip_planes[i];
880         }
881     }
882 
883     /* Render */
884     for (i = 0; i < stateblock->num_contained_render_states; ++i)
885     {
886         enum wined3d_render_state rs = stateblock->contained_render_states[i];
887 
888         TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
889 
890         stateblock->state.render_states[rs] = src_state->render_states[rs];
891     }
892 
893     /* Texture states */
894     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
895     {
896         DWORD stage = stateblock->contained_tss_states[i].stage;
897         DWORD state = stateblock->contained_tss_states[i].state;
898 
899         TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
900                 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
901 
902         stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
903     }
904 
905     /* Samplers */
906     map = stateblock->changed.textures;
907     for (i = 0; map; map >>= 1, ++i)
908     {
909         if (!(map & 1)) continue;
910 
911         TRACE("Updating texture %u to %p (was %p).\n",
912                 i, src_state->textures[i], stateblock->state.textures[i]);
913 
914         if (src_state->textures[i])
915             wined3d_texture_incref(src_state->textures[i]);
916         if (stateblock->state.textures[i])
917             wined3d_texture_decref(stateblock->state.textures[i]);
918         stateblock->state.textures[i] = src_state->textures[i];
919     }
920 
921     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
922     {
923         DWORD stage = stateblock->contained_sampler_states[i].stage;
924         DWORD state = stateblock->contained_sampler_states[i].state;
925 
926         TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
927                 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
928 
929         stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
930     }
931 
932     if (stateblock->changed.pixelShader && stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]
933             != src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
934     {
935         if (src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
936             wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_PIXEL]);
937         if (stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL])
938             wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
939         stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL] = src_state->shader[WINED3D_SHADER_TYPE_PIXEL];
940     }
941 
942     wined3d_state_record_lights(&stateblock->state, src_state);
943 
944     TRACE("Capture done.\n");
945 }
946 
apply_lights(struct wined3d_device * device,const struct wined3d_state * state)947 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
948 {
949     UINT i;
950 
951     for (i = 0; i < LIGHTMAP_SIZE; ++i)
952     {
953         struct list *e;
954 
955         LIST_FOR_EACH(e, &state->light_map[i])
956         {
957             const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
958 
959             wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
960             wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
961         }
962     }
963 }
964 
wined3d_stateblock_apply(const struct wined3d_stateblock * stateblock)965 void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
966 {
967     struct wined3d_device *device = stateblock->device;
968     unsigned int i;
969     DWORD map;
970 
971     TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
972 
973     if (stateblock->changed.vertexShader)
974         wined3d_device_set_vertex_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
975 
976     /* Vertex Shader Constants. */
977     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
978     {
979         wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
980                 1, &stateblock->state.vs_consts_f[stateblock->contained_vs_consts_f[i]]);
981     }
982     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
983     {
984         wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
985                 1, &stateblock->state.vs_consts_i[stateblock->contained_vs_consts_i[i]]);
986     }
987     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
988     {
989         wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
990                 1, &stateblock->state.vs_consts_b[stateblock->contained_vs_consts_b[i]]);
991     }
992 
993     apply_lights(device, &stateblock->state);
994 
995     if (stateblock->changed.pixelShader)
996         wined3d_device_set_pixel_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
997 
998     /* Pixel Shader Constants. */
999     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
1000     {
1001         wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
1002                 1, &stateblock->state.ps_consts_f[stateblock->contained_ps_consts_f[i]]);
1003     }
1004     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
1005     {
1006         wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
1007                 1, &stateblock->state.ps_consts_i[stateblock->contained_ps_consts_i[i]]);
1008     }
1009     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
1010     {
1011         wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
1012                 1, &stateblock->state.ps_consts_b[stateblock->contained_ps_consts_b[i]]);
1013     }
1014 
1015     /* Render states. */
1016     for (i = 0; i < stateblock->num_contained_render_states; ++i)
1017     {
1018         wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
1019                 stateblock->state.render_states[stateblock->contained_render_states[i]]);
1020     }
1021 
1022     /* Texture states. */
1023     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
1024     {
1025         DWORD stage = stateblock->contained_tss_states[i].stage;
1026         DWORD state = stateblock->contained_tss_states[i].state;
1027 
1028         wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
1029     }
1030 
1031     /* Sampler states. */
1032     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
1033     {
1034         DWORD stage = stateblock->contained_sampler_states[i].stage;
1035         DWORD state = stateblock->contained_sampler_states[i].state;
1036         DWORD value = stateblock->state.sampler_states[stage][state];
1037 
1038         if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1039         wined3d_device_set_sampler_state(device, stage, state, value);
1040     }
1041 
1042     /* Transform states. */
1043     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1044     {
1045         wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1046                 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1047     }
1048 
1049     if (stateblock->changed.indices)
1050     {
1051         wined3d_device_set_index_buffer(device, stateblock->state.index_buffer,
1052                 stateblock->state.index_format, stateblock->state.index_offset);
1053         wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1054     }
1055 
1056     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1057         wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1058 
1059     if (stateblock->changed.material)
1060         wined3d_device_set_material(device, &stateblock->state.material);
1061 
1062     if (stateblock->changed.viewport)
1063         wined3d_device_set_viewport(device, &stateblock->state.viewport);
1064 
1065     if (stateblock->changed.scissorRect)
1066         wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1067 
1068     map = stateblock->changed.streamSource;
1069     for (i = 0; map; map >>= 1, ++i)
1070     {
1071         if (map & 1)
1072             wined3d_device_set_stream_source(device, i,
1073                     stateblock->state.streams[i].buffer,
1074                     0, stateblock->state.streams[i].stride);
1075     }
1076 
1077     map = stateblock->changed.streamFreq;
1078     for (i = 0; map; map >>= 1, ++i)
1079     {
1080         if (map & 1)
1081             wined3d_device_set_stream_source_freq(device, i,
1082                     stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1083     }
1084 
1085     map = stateblock->changed.textures;
1086     for (i = 0; map; map >>= 1, ++i)
1087     {
1088         DWORD stage;
1089 
1090         if (!(map & 1)) continue;
1091 
1092         stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1093         wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1094     }
1095 
1096     map = stateblock->changed.clipplane;
1097     for (i = 0; map; map >>= 1, ++i)
1098     {
1099         if (!(map & 1)) continue;
1100 
1101         wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
1102     }
1103 
1104     TRACE("Applied stateblock %p.\n", stateblock);
1105 }
1106 
state_init_default(struct wined3d_state * state,const struct wined3d_gl_info * gl_info)1107 static void state_init_default(struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
1108 {
1109     union
1110     {
1111         struct wined3d_line_pattern lp;
1112         DWORD d;
1113     } lp;
1114     union {
1115         float f;
1116         DWORD d;
1117     } tmpfloat;
1118     unsigned int i;
1119     struct wined3d_matrix identity;
1120 
1121     TRACE("state %p, gl_info %p.\n", state, gl_info);
1122 
1123     get_identity_matrix(&identity);
1124     state->gl_primitive_type = ~0u;
1125     state->gl_patch_vertices = 0;
1126 
1127     /* Set some of the defaults for lights, transforms etc */
1128     state->transforms[WINED3D_TS_PROJECTION] = identity;
1129     state->transforms[WINED3D_TS_VIEW] = identity;
1130     for (i = 0; i < 256; ++i)
1131     {
1132         state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
1133     }
1134 
1135     TRACE("Render states\n");
1136     /* Render states: */
1137     state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1138     state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
1139     state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
1140     lp.lp.repeat_factor = 0;
1141     lp.lp.line_pattern = 0;
1142     state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1143     state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1144     state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1145     state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1146     state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1147     state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1148     state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK;
1149     state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1150     state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1151     state->render_states[WINED3D_RS_ALPHAREF] = 0;
1152     state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1153     state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1154     state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1155     state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1156     state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1157     state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1158     state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
1159     tmpfloat.f = 0.0f;
1160     state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1161     tmpfloat.f = 1.0f;
1162     state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1163     tmpfloat.f = 1.0f;
1164     state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1165     state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1166     state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1167     state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1168     state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1169     state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1170     state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1171     state->render_states[WINED3D_RS_STENCILREF] = 0;
1172     state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1173     state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1174     state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1175     state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1176     state->render_states[WINED3D_RS_WRAP0] = 0;
1177     state->render_states[WINED3D_RS_WRAP1] = 0;
1178     state->render_states[WINED3D_RS_WRAP2] = 0;
1179     state->render_states[WINED3D_RS_WRAP3] = 0;
1180     state->render_states[WINED3D_RS_WRAP4] = 0;
1181     state->render_states[WINED3D_RS_WRAP5] = 0;
1182     state->render_states[WINED3D_RS_WRAP6] = 0;
1183     state->render_states[WINED3D_RS_WRAP7] = 0;
1184     state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1185     state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1186     state->render_states[WINED3D_RS_AMBIENT] = 0;
1187     state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
1188     state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1189     state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1190     state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1191     state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
1192     state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
1193     state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1194     state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1195     state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1196     state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1197     state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1198     tmpfloat.f = 1.0f;
1199     state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1200     tmpfloat.f = 1.0f;
1201     state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1202     state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1203     state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1204     tmpfloat.f = 1.0f;
1205     state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1206     tmpfloat.f = 0.0f;
1207     state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1208     tmpfloat.f = 0.0f;
1209     state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1210     state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1211     state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1212     state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
1213     tmpfloat.f = 1.0f;
1214     state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1215     state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1216     tmpfloat.f = gl_info->limits.pointsize_max;
1217     state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1218     state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1219     tmpfloat.f = 0.0f;
1220     state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1221     state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1222     state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1223     state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1224     /* states new in d3d9 */
1225     state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1226     state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1227     tmpfloat.f = 1.0f;
1228     state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1229     state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1230     state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1231     tmpfloat.f = 0.0f;
1232     state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1233     state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1234     tmpfloat.f = 1.0f;
1235     state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1236     tmpfloat.f = 0.0f;
1237     state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1238     state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1239     state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1240     state->render_states[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1241     state->render_states[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1242     state->render_states[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1243     state->render_states[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1244     state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
1245     state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1246     state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1247     tmpfloat.f = 0.0f;
1248     state->render_states[WINED3D_RS_DEPTHBIASCLAMP] = tmpfloat.d;
1249     state->render_states[WINED3D_RS_DEPTHCLIP] = TRUE;
1250     state->render_states[WINED3D_RS_WRAP8] = 0;
1251     state->render_states[WINED3D_RS_WRAP9] = 0;
1252     state->render_states[WINED3D_RS_WRAP10] = 0;
1253     state->render_states[WINED3D_RS_WRAP11] = 0;
1254     state->render_states[WINED3D_RS_WRAP12] = 0;
1255     state->render_states[WINED3D_RS_WRAP13] = 0;
1256     state->render_states[WINED3D_RS_WRAP14] = 0;
1257     state->render_states[WINED3D_RS_WRAP15] = 0;
1258     state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1259     state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1260     state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1261     state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1262     for (i = 0; i < MAX_RENDER_TARGETS; ++i)
1263         state->render_states[WINED3D_RS_COLORWRITE(i)] = 0x0000000f;
1264 
1265     /* Texture Stage States - Put directly into state block, we will call function below */
1266     for (i = 0; i < MAX_TEXTURES; ++i)
1267     {
1268         TRACE("Setting up default texture states for texture Stage %u.\n", i);
1269         state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
1270         state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
1271         state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
1272         state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
1273         state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
1274         state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
1275         state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
1276         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
1277         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
1278         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
1279         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
1280         state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
1281         state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
1282         state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
1283         state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
1284         state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
1285         state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
1286         state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
1287     }
1288 
1289     for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; ++i)
1290     {
1291         TRACE("Setting up default samplers states for sampler %u.\n", i);
1292         state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
1293         state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
1294         state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
1295         state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
1296         state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
1297         state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
1298         state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
1299         state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
1300         state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
1301         state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
1302         state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
1303         /* TODO: Indicates which element of a multielement texture to use. */
1304         state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
1305         /* TODO: Vertex offset in the presampled displacement map. */
1306         state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
1307     }
1308 }
1309 
state_init(struct wined3d_state * state,struct wined3d_fb_state * fb,const struct wined3d_gl_info * gl_info,const struct wined3d_d3d_info * d3d_info,DWORD flags)1310 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
1311         const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1312         DWORD flags)
1313 {
1314     unsigned int i;
1315 
1316     state->flags = flags;
1317     state->fb = fb;
1318 
1319     for (i = 0; i < LIGHTMAP_SIZE; i++)
1320     {
1321         list_init(&state->light_map[i]);
1322     }
1323 
1324     if (flags & WINED3D_STATE_INIT_DEFAULT)
1325         state_init_default(state, gl_info);
1326 }
1327 
stateblock_init(struct wined3d_stateblock * stateblock,struct wined3d_device * device,enum wined3d_stateblock_type type)1328 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1329         struct wined3d_device *device, enum wined3d_stateblock_type type)
1330 {
1331     const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1332 
1333     stateblock->ref = 1;
1334     stateblock->device = device;
1335     state_init(&stateblock->state, NULL, &device->adapter->gl_info, d3d_info, 0);
1336 
1337     if (type == WINED3D_SBT_RECORDED)
1338         return WINED3D_OK;
1339 
1340     TRACE("Updating changed flags appropriate for type %#x.\n", type);
1341 
1342     switch (type)
1343     {
1344         case WINED3D_SBT_ALL:
1345             stateblock_init_lights(stateblock, device->state.light_map);
1346             stateblock_savedstates_set_all(&stateblock->changed,
1347                     d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
1348             break;
1349 
1350         case WINED3D_SBT_PIXEL_STATE:
1351             stateblock_savedstates_set_pixel(&stateblock->changed,
1352                     d3d_info->limits.ps_uniform_count);
1353             break;
1354 
1355         case WINED3D_SBT_VERTEX_STATE:
1356             stateblock_init_lights(stateblock, device->state.light_map);
1357             stateblock_savedstates_set_vertex(&stateblock->changed,
1358                     d3d_info->limits.vs_uniform_count);
1359             break;
1360 
1361         default:
1362             FIXME("Unrecognized state block type %#x.\n", type);
1363             break;
1364     }
1365 
1366     stateblock_init_contained_states(stateblock);
1367     wined3d_stateblock_capture(stateblock);
1368 
1369     return WINED3D_OK;
1370 }
1371 
wined3d_stateblock_create(struct wined3d_device * device,enum wined3d_stateblock_type type,struct wined3d_stateblock ** stateblock)1372 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1373         enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1374 {
1375     struct wined3d_stateblock *object;
1376     HRESULT hr;
1377 
1378     TRACE("device %p, type %#x, stateblock %p.\n",
1379             device, type, stateblock);
1380 
1381     if (!(object = heap_alloc_zero(sizeof(*object))))
1382         return E_OUTOFMEMORY;
1383 
1384     hr = stateblock_init(object, device, type);
1385     if (FAILED(hr))
1386     {
1387         WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1388         heap_free(object);
1389         return hr;
1390     }
1391 
1392     TRACE("Created stateblock %p.\n", object);
1393     *stateblock = object;
1394 
1395     return WINED3D_OK;
1396 }
1397