xref: /reactos/dll/directx/wine/wined3d/stateblock.c (revision d5399189)
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 };
98 
99 static const DWORD pixel_states_texture[] =
100 {
101     WINED3D_TSS_ALPHA_ARG0,
102     WINED3D_TSS_ALPHA_ARG1,
103     WINED3D_TSS_ALPHA_ARG2,
104     WINED3D_TSS_ALPHA_OP,
105     WINED3D_TSS_BUMPENV_LOFFSET,
106     WINED3D_TSS_BUMPENV_LSCALE,
107     WINED3D_TSS_BUMPENV_MAT00,
108     WINED3D_TSS_BUMPENV_MAT01,
109     WINED3D_TSS_BUMPENV_MAT10,
110     WINED3D_TSS_BUMPENV_MAT11,
111     WINED3D_TSS_COLOR_ARG0,
112     WINED3D_TSS_COLOR_ARG1,
113     WINED3D_TSS_COLOR_ARG2,
114     WINED3D_TSS_COLOR_OP,
115     WINED3D_TSS_RESULT_ARG,
116     WINED3D_TSS_TEXCOORD_INDEX,
117     WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
118 };
119 
120 static const DWORD pixel_states_sampler[] =
121 {
122     WINED3D_SAMP_ADDRESS_U,
123     WINED3D_SAMP_ADDRESS_V,
124     WINED3D_SAMP_ADDRESS_W,
125     WINED3D_SAMP_BORDER_COLOR,
126     WINED3D_SAMP_MAG_FILTER,
127     WINED3D_SAMP_MIN_FILTER,
128     WINED3D_SAMP_MIP_FILTER,
129     WINED3D_SAMP_MIPMAP_LOD_BIAS,
130     WINED3D_SAMP_MAX_MIP_LEVEL,
131     WINED3D_SAMP_MAX_ANISOTROPY,
132     WINED3D_SAMP_SRGB_TEXTURE,
133     WINED3D_SAMP_ELEMENT_INDEX,
134 };
135 
136 static const DWORD vertex_states_render[] =
137 {
138     WINED3D_RS_ADAPTIVETESS_W,
139     WINED3D_RS_ADAPTIVETESS_X,
140     WINED3D_RS_ADAPTIVETESS_Y,
141     WINED3D_RS_ADAPTIVETESS_Z,
142     WINED3D_RS_AMBIENT,
143     WINED3D_RS_AMBIENTMATERIALSOURCE,
144     WINED3D_RS_CLIPPING,
145     WINED3D_RS_CLIPPLANEENABLE,
146     WINED3D_RS_COLORVERTEX,
147     WINED3D_RS_CULLMODE,
148     WINED3D_RS_DIFFUSEMATERIALSOURCE,
149     WINED3D_RS_EMISSIVEMATERIALSOURCE,
150     WINED3D_RS_ENABLEADAPTIVETESSELLATION,
151     WINED3D_RS_FOGCOLOR,
152     WINED3D_RS_FOGDENSITY,
153     WINED3D_RS_FOGENABLE,
154     WINED3D_RS_FOGEND,
155     WINED3D_RS_FOGSTART,
156     WINED3D_RS_FOGTABLEMODE,
157     WINED3D_RS_FOGVERTEXMODE,
158     WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
159     WINED3D_RS_LIGHTING,
160     WINED3D_RS_LOCALVIEWER,
161     WINED3D_RS_MAXTESSELLATIONLEVEL,
162     WINED3D_RS_MINTESSELLATIONLEVEL,
163     WINED3D_RS_MULTISAMPLEANTIALIAS,
164     WINED3D_RS_MULTISAMPLEMASK,
165     WINED3D_RS_NORMALDEGREE,
166     WINED3D_RS_NORMALIZENORMALS,
167     WINED3D_RS_PATCHEDGESTYLE,
168     WINED3D_RS_POINTSCALE_A,
169     WINED3D_RS_POINTSCALE_B,
170     WINED3D_RS_POINTSCALE_C,
171     WINED3D_RS_POINTSCALEENABLE,
172     WINED3D_RS_POINTSIZE,
173     WINED3D_RS_POINTSIZE_MAX,
174     WINED3D_RS_POINTSIZE_MIN,
175     WINED3D_RS_POINTSPRITEENABLE,
176     WINED3D_RS_POSITIONDEGREE,
177     WINED3D_RS_RANGEFOGENABLE,
178     WINED3D_RS_SHADEMODE,
179     WINED3D_RS_SPECULARENABLE,
180     WINED3D_RS_SPECULARMATERIALSOURCE,
181     WINED3D_RS_TWEENFACTOR,
182     WINED3D_RS_VERTEXBLEND,
183 };
184 
185 static const DWORD vertex_states_texture[] =
186 {
187     WINED3D_TSS_TEXCOORD_INDEX,
188     WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
189 };
190 
191 static const DWORD vertex_states_sampler[] =
192 {
193     WINED3D_SAMP_DMAP_OFFSET,
194 };
195 
196 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
197 {
198     DWORD mask = (1u << (map_size & 0x1f)) - 1;
199     memset(map, 0xff, (map_size >> 5) * sizeof(*map));
200     if (mask) map[map_size >> 5] = mask;
201 }
202 
203 /* Set all members of a stateblock savedstate to the given value */
204 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
205 {
206     unsigned int i;
207 
208     /* Single values */
209     states->indices = 1;
210     states->material = 1;
211     states->viewport = 1;
212     states->vertexDecl = 1;
213     states->pixelShader = 1;
214     states->vertexShader = 1;
215     states->scissorRect = 1;
216 
217     /* Fixed size arrays */
218     states->streamSource = 0xffff;
219     states->streamFreq = 0xffff;
220     states->textures = 0xfffff;
221     stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
222     stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
223     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
224     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
225     states->clipplane = (1u << MAX_CLIP_DISTANCES) - 1;
226     states->pixelShaderConstantsB = 0xffff;
227     states->pixelShaderConstantsI = 0xffff;
228     states->vertexShaderConstantsB = 0xffff;
229     states->vertexShaderConstantsI = 0xffff;
230 
231     /* Dynamically sized arrays */
232     memset(states->ps_consts_f, TRUE, sizeof(BOOL) * ps_consts);
233     memset(states->vs_consts_f, TRUE, sizeof(BOOL) * vs_consts);
234 }
235 
236 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
237 {
238     DWORD texture_mask = 0;
239     WORD sampler_mask = 0;
240     unsigned int i;
241 
242     states->pixelShader = 1;
243 
244     for (i = 0; i < ARRAY_SIZE(pixel_states_render); ++i)
245     {
246         DWORD rs = pixel_states_render[i];
247         states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
248     }
249 
250     for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i)
251         texture_mask |= 1u << pixel_states_texture[i];
252     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
253     for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i)
254         sampler_mask |= 1u << pixel_states_sampler[i];
255     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
256     states->pixelShaderConstantsB = 0xffff;
257     states->pixelShaderConstantsI = 0xffff;
258 
259     memset(states->ps_consts_f, TRUE, sizeof(BOOL) * num_constants);
260 }
261 
262 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
263 {
264     DWORD texture_mask = 0;
265     WORD sampler_mask = 0;
266     unsigned int i;
267 
268     states->vertexDecl = 1;
269     states->vertexShader = 1;
270 
271     for (i = 0; i < ARRAY_SIZE(vertex_states_render); ++i)
272     {
273         DWORD rs = vertex_states_render[i];
274         states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
275     }
276 
277     for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i)
278         texture_mask |= 1u << vertex_states_texture[i];
279     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
280     for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i)
281         sampler_mask |= 1u << vertex_states_sampler[i];
282     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
283     states->vertexShaderConstantsB = 0xffff;
284     states->vertexShaderConstantsI = 0xffff;
285 
286     memset(states->vs_consts_f, TRUE, sizeof(BOOL) * num_constants);
287 }
288 
289 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
290 {
291     const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
292     unsigned int i, j;
293 
294     for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
295     {
296         DWORD map = stateblock->changed.renderState[i];
297         for (j = 0; map; map >>= 1, ++j)
298         {
299             if (!(map & 1)) continue;
300 
301             stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
302             ++stateblock->num_contained_render_states;
303         }
304     }
305 
306     for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
307     {
308         DWORD map = stateblock->changed.transform[i];
309         for (j = 0; map; map >>= 1, ++j)
310         {
311             if (!(map & 1)) continue;
312 
313             stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
314             ++stateblock->num_contained_transform_states;
315         }
316     }
317 
318     for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
319     {
320         if (stateblock->changed.vs_consts_f[i])
321         {
322             stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
323             ++stateblock->num_contained_vs_consts_f;
324         }
325     }
326 
327     for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
328     {
329         if (stateblock->changed.vertexShaderConstantsI & (1u << i))
330         {
331             stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
332             ++stateblock->num_contained_vs_consts_i;
333         }
334     }
335 
336     for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
337     {
338         if (stateblock->changed.vertexShaderConstantsB & (1u << i))
339         {
340             stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
341             ++stateblock->num_contained_vs_consts_b;
342         }
343     }
344 
345     for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
346     {
347         if (stateblock->changed.ps_consts_f[i])
348         {
349             stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
350             ++stateblock->num_contained_ps_consts_f;
351         }
352     }
353 
354     for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
355     {
356         if (stateblock->changed.pixelShaderConstantsI & (1u << i))
357         {
358             stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
359             ++stateblock->num_contained_ps_consts_i;
360         }
361     }
362 
363     for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
364     {
365         if (stateblock->changed.pixelShaderConstantsB & (1u << i))
366         {
367             stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
368             ++stateblock->num_contained_ps_consts_b;
369         }
370     }
371 
372     for (i = 0; i < MAX_TEXTURES; ++i)
373     {
374         DWORD map = stateblock->changed.textureState[i];
375 
376         for(j = 0; map; map >>= 1, ++j)
377         {
378             if (!(map & 1)) continue;
379 
380             stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
381             stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
382             ++stateblock->num_contained_tss_states;
383         }
384     }
385 
386     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
387     {
388         DWORD map = stateblock->changed.samplerState[i];
389 
390         for (j = 0; map; map >>= 1, ++j)
391         {
392             if (!(map & 1)) continue;
393 
394             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
395             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
396             ++stateblock->num_contained_sampler_states;
397         }
398     }
399 }
400 
401 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
402 {
403     unsigned int i;
404 
405     for (i = 0; i < LIGHTMAP_SIZE; ++i)
406     {
407         const struct wined3d_light_info *src_light;
408 
409         LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
410         {
411             struct wined3d_light_info *dst_light = heap_alloc(sizeof(*dst_light));
412 
413             *dst_light = *src_light;
414             list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
415         }
416     }
417 }
418 
419 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
420 {
421     ULONG refcount = InterlockedIncrement(&stateblock->ref);
422 
423     TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
424 
425     return refcount;
426 }
427 
428 void state_unbind_resources(struct wined3d_state *state)
429 {
430     struct wined3d_unordered_access_view *uav;
431     struct wined3d_shader_resource_view *srv;
432     struct wined3d_vertex_declaration *decl;
433     struct wined3d_sampler *sampler;
434     struct wined3d_texture *texture;
435     struct wined3d_buffer *buffer;
436     struct wined3d_shader *shader;
437     unsigned int i, j;
438 
439     if ((decl = state->vertex_declaration))
440     {
441         state->vertex_declaration = NULL;
442         wined3d_vertex_declaration_decref(decl);
443     }
444 
445     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
446     {
447         if ((texture = state->textures[i]))
448         {
449             state->textures[i] = NULL;
450             wined3d_texture_decref(texture);
451         }
452     }
453 
454     for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
455     {
456         if ((buffer = state->stream_output[i].buffer))
457         {
458             state->stream_output[i].buffer = NULL;
459             wined3d_buffer_decref(buffer);
460         }
461     }
462 
463     for (i = 0; i < MAX_STREAMS; ++i)
464     {
465         if ((buffer = state->streams[i].buffer))
466         {
467             state->streams[i].buffer = NULL;
468             wined3d_buffer_decref(buffer);
469         }
470     }
471 
472     if ((buffer = state->index_buffer))
473     {
474         state->index_buffer = NULL;
475         wined3d_buffer_decref(buffer);
476     }
477 
478     for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
479     {
480         if ((shader = state->shader[i]))
481         {
482             state->shader[i] = NULL;
483             wined3d_shader_decref(shader);
484         }
485 
486         for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
487         {
488             if ((buffer = state->cb[i][j]))
489             {
490                 state->cb[i][j] = NULL;
491                 wined3d_buffer_decref(buffer);
492             }
493         }
494 
495         for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
496         {
497             if ((sampler = state->sampler[i][j]))
498             {
499                 state->sampler[i][j] = NULL;
500                 wined3d_sampler_decref(sampler);
501             }
502         }
503 
504         for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
505         {
506             if ((srv = state->shader_resource_view[i][j]))
507             {
508                 state->shader_resource_view[i][j] = NULL;
509                 wined3d_shader_resource_view_decref(srv);
510             }
511         }
512     }
513 
514     for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
515     {
516         for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
517         {
518             if ((uav = state->unordered_access_view[i][j]))
519             {
520                 state->unordered_access_view[i][j] = NULL;
521                 wined3d_unordered_access_view_decref(uav);
522             }
523         }
524     }
525 }
526 
527 void state_cleanup(struct wined3d_state *state)
528 {
529     unsigned int counter;
530 
531     if (!(state->flags & WINED3D_STATE_NO_REF))
532         state_unbind_resources(state);
533 
534     for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter)
535     {
536         state->lights[counter] = NULL;
537     }
538 
539     for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
540     {
541         struct list *e1, *e2;
542         LIST_FOR_EACH_SAFE(e1, e2, &state->light_map[counter])
543         {
544             struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
545             list_remove(&light->entry);
546             heap_free(light);
547         }
548     }
549 }
550 
551 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
552 {
553     ULONG refcount = InterlockedDecrement(&stateblock->ref);
554 
555     TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
556 
557     if (!refcount)
558     {
559         state_cleanup(&stateblock->state);
560         heap_free(stateblock);
561     }
562 
563     return refcount;
564 }
565 
566 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state, unsigned int idx)
567 {
568     struct wined3d_light_info *light_info;
569     unsigned int hash_idx;
570 
571     hash_idx = LIGHTMAP_HASHFUNC(idx);
572     LIST_FOR_EACH_ENTRY(light_info, &state->light_map[hash_idx], struct wined3d_light_info, entry)
573     {
574         if (light_info->OriginalIndex == idx)
575             return light_info;
576     }
577 
578     return NULL;
579 }
580 
581 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
582         struct wined3d_light_info *light_info, BOOL enable)
583 {
584     unsigned int light_count, i;
585 
586     if (!(light_info->enabled = enable))
587     {
588         if (light_info->glIndex == -1)
589         {
590             TRACE("Light already disabled, nothing to do.\n");
591             return;
592         }
593 
594         state->lights[light_info->glIndex] = NULL;
595         light_info->glIndex = -1;
596         return;
597     }
598 
599     if (light_info->glIndex != -1)
600     {
601         TRACE("Light already enabled, nothing to do.\n");
602         return;
603     }
604 
605     /* Find a free light. */
606     light_count = d3d_info->limits.active_light_count;
607     for (i = 0; i < light_count; ++i)
608     {
609         if (state->lights[i])
610             continue;
611 
612         state->lights[i] = light_info;
613         light_info->glIndex = i;
614         return;
615     }
616 
617     /* Our tests show that Windows returns D3D_OK in this situation, even with
618      * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices.
619      * This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns
620      * TRUE * as well for those lights.
621      *
622      * TODO: Test how this affects rendering. */
623     WARN("Too many concurrently active lights.\n");
624 }
625 
626 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
627 {
628     UINT i;
629 
630     /* Lights... For a recorded state block, we just had a chain of actions
631      * to perform, so we need to walk that chain and update any actions which
632      * differ. */
633     for (i = 0; i < LIGHTMAP_SIZE; ++i)
634     {
635         struct list *e, *f;
636         LIST_FOR_EACH(e, &dst_state->light_map[i])
637         {
638             BOOL updated = FALSE;
639             struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
640 
641             /* Look up the light in the destination */
642             LIST_FOR_EACH(f, &src_state->light_map[i])
643             {
644                 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
645                 if (realLight->OriginalIndex == src->OriginalIndex)
646                 {
647                     src->OriginalParms = realLight->OriginalParms;
648 
649                     if (realLight->glIndex == -1 && src->glIndex != -1)
650                     {
651                         /* Light disabled */
652                         dst_state->lights[src->glIndex] = NULL;
653                     }
654                     else if (realLight->glIndex != -1 && src->glIndex == -1)
655                     {
656                         /* Light enabled */
657                         dst_state->lights[realLight->glIndex] = src;
658                     }
659                     src->glIndex = realLight->glIndex;
660                     updated = TRUE;
661                     break;
662                 }
663             }
664 
665             if (!updated)
666             {
667                 /* This can happen if the light was originally created as a
668                  * default light for SetLightEnable() while recording. */
669                 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
670                         src->OriginalIndex, dst_state, src_state);
671 
672                 src->OriginalParms = WINED3D_default_light;
673                 if (src->glIndex != -1)
674                 {
675                     dst_state->lights[src->glIndex] = NULL;
676                     src->glIndex = -1;
677                 }
678             }
679         }
680     }
681 }
682 
683 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
684 {
685     const struct wined3d_state *src_state = &stateblock->device->state;
686     unsigned int i;
687     DWORD map;
688 
689     TRACE("stateblock %p.\n", stateblock);
690 
691     TRACE("Capturing state %p.\n", src_state);
692 
693     if (stateblock->changed.vertexShader && stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]
694             != src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
695     {
696         TRACE("Updating vertex shader from %p to %p\n",
697                 stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX],
698                 src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
699 
700         if (src_state->shader[WINED3D_SHADER_TYPE_VERTEX])
701             wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_VERTEX]);
702         if (stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX])
703             wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
704         stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX] = src_state->shader[WINED3D_SHADER_TYPE_VERTEX];
705     }
706 
707     /* Vertex shader float constants. */
708     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
709     {
710         unsigned int idx = stateblock->contained_vs_consts_f[i];
711 
712         TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->vs_consts_f[idx]));
713 
714         stateblock->state.vs_consts_f[idx] = src_state->vs_consts_f[idx];
715     }
716 
717     /* Vertex shader integer constants. */
718     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
719     {
720         unsigned int idx = stateblock->contained_vs_consts_i[i];
721 
722         TRACE("Setting vs_consts[%u] to %s.\n", idx, debug_ivec4(&src_state->vs_consts_i[idx]));
723 
724         stateblock->state.vs_consts_i[idx] = src_state->vs_consts_i[idx];
725     }
726 
727     /* Vertex shader boolean constants. */
728     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
729     {
730         unsigned int idx = stateblock->contained_vs_consts_b[i];
731 
732         TRACE("Setting vs_consts_b[%u] to %s.\n",
733                 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
734 
735         stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
736     }
737 
738     /* Pixel shader float constants. */
739     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
740     {
741         unsigned int idx = stateblock->contained_ps_consts_f[i];
742 
743         TRACE("Setting ps_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->ps_consts_f[idx]));
744 
745         stateblock->state.ps_consts_f[idx] = src_state->ps_consts_f[idx];
746     }
747 
748     /* Pixel shader integer constants. */
749     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
750     {
751         unsigned int idx = stateblock->contained_ps_consts_i[i];
752 
753         TRACE("Setting ps_consts_i[%u] to %s.\n", idx, debug_ivec4(&src_state->ps_consts_i[idx]));
754 
755         stateblock->state.ps_consts_i[idx] = src_state->ps_consts_i[idx];
756     }
757 
758     /* Pixel shader boolean constants. */
759     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
760     {
761         unsigned int idx = stateblock->contained_ps_consts_b[i];
762         TRACE("Setting ps_consts_b[%u] to %s.\n",
763                 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
764 
765         stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
766     }
767 
768     /* Others + Render & Texture */
769     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
770     {
771         enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
772 
773         TRACE("Updating transform %#x.\n", transform);
774 
775         stateblock->state.transforms[transform] = src_state->transforms[transform];
776     }
777 
778     if (stateblock->changed.indices
779             && ((stateblock->state.index_buffer != src_state->index_buffer)
780                 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
781                 || (stateblock->state.index_format != src_state->index_format)
782                 || (stateblock->state.index_offset != src_state->index_offset)))
783     {
784         TRACE("Updating index buffer to %p, base vertex index to %d.\n",
785                 src_state->index_buffer, src_state->base_vertex_index);
786 
787         if (src_state->index_buffer)
788             wined3d_buffer_incref(src_state->index_buffer);
789         if (stateblock->state.index_buffer)
790             wined3d_buffer_decref(stateblock->state.index_buffer);
791         stateblock->state.index_buffer = src_state->index_buffer;
792         stateblock->state.base_vertex_index = src_state->base_vertex_index;
793         stateblock->state.index_format = src_state->index_format;
794         stateblock->state.index_offset = src_state->index_offset;
795     }
796 
797     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
798     {
799         TRACE("Updating vertex declaration from %p to %p.\n",
800                 stateblock->state.vertex_declaration, src_state->vertex_declaration);
801 
802         if (src_state->vertex_declaration)
803                 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
804         if (stateblock->state.vertex_declaration)
805                 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
806         stateblock->state.vertex_declaration = src_state->vertex_declaration;
807     }
808 
809     if (stateblock->changed.material
810             && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
811     {
812         TRACE("Updating material.\n");
813 
814         stateblock->state.material = src_state->material;
815     }
816 
817     assert(src_state->viewport_count <= 1);
818 
819     if (stateblock->changed.viewport
820             && (src_state->viewport_count != stateblock->state.viewport_count
821             || memcmp(src_state->viewports, stateblock->state.viewports,
822             src_state->viewport_count * sizeof(*stateblock->state.viewports))))
823     {
824         TRACE("Updating viewports.\n");
825 
826         if ((stateblock->state.viewport_count = src_state->viewport_count))
827             memcpy(stateblock->state.viewports, src_state->viewports, sizeof(src_state->viewports));
828         else
829             memset(stateblock->state.viewports, 0, sizeof(*stateblock->state.viewports));
830     }
831 
832     if (stateblock->changed.scissorRect
833             && (src_state->scissor_rect_count != stateblock->state.scissor_rect_count
834             || memcmp(src_state->scissor_rects, stateblock->state.scissor_rects,
835                        src_state->scissor_rect_count * sizeof(*stateblock->state.scissor_rects))))
836     {
837         TRACE("Updating scissor rects.\n");
838 
839         if ((stateblock->state.scissor_rect_count = src_state->scissor_rect_count))
840             memcpy(stateblock->state.scissor_rects, src_state->scissor_rects,
841                     src_state->scissor_rect_count * sizeof(*src_state->scissor_rects));
842         else
843             SetRectEmpty(stateblock->state.scissor_rects);
844     }
845 
846     map = stateblock->changed.streamSource;
847     for (i = 0; map; map >>= 1, ++i)
848     {
849         if (!(map & 1)) continue;
850 
851         if (stateblock->state.streams[i].stride != src_state->streams[i].stride
852                 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
853         {
854             TRACE("Updating stream source %u to %p, stride to %u.\n",
855                     i, src_state->streams[i].buffer,
856                     src_state->streams[i].stride);
857 
858             stateblock->state.streams[i].stride = src_state->streams[i].stride;
859             if (src_state->streams[i].buffer)
860                     wined3d_buffer_incref(src_state->streams[i].buffer);
861             if (stateblock->state.streams[i].buffer)
862                     wined3d_buffer_decref(stateblock->state.streams[i].buffer);
863             stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
864         }
865     }
866 
867     map = stateblock->changed.streamFreq;
868     for (i = 0; map; map >>= 1, ++i)
869     {
870         if (!(map & 1)) continue;
871 
872         if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
873                 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
874         {
875             TRACE("Updating stream frequency %u to %u flags to %#x.\n",
876                     i, src_state->streams[i].frequency, src_state->streams[i].flags);
877 
878             stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
879             stateblock->state.streams[i].flags = src_state->streams[i].flags;
880         }
881     }
882 
883     map = stateblock->changed.clipplane;
884     for (i = 0; map; map >>= 1, ++i)
885     {
886         if (!(map & 1)) continue;
887 
888         if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
889         {
890             TRACE("Updating clipplane %u.\n", i);
891             stateblock->state.clip_planes[i] = src_state->clip_planes[i];
892         }
893     }
894 
895     /* Render */
896     for (i = 0; i < stateblock->num_contained_render_states; ++i)
897     {
898         enum wined3d_render_state rs = stateblock->contained_render_states[i];
899 
900         TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
901 
902         stateblock->state.render_states[rs] = src_state->render_states[rs];
903     }
904 
905     /* Texture states */
906     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
907     {
908         DWORD stage = stateblock->contained_tss_states[i].stage;
909         DWORD state = stateblock->contained_tss_states[i].state;
910 
911         TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
912                 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
913 
914         stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
915     }
916 
917     /* Samplers */
918     map = stateblock->changed.textures;
919     for (i = 0; map; map >>= 1, ++i)
920     {
921         if (!(map & 1)) continue;
922 
923         TRACE("Updating texture %u to %p (was %p).\n",
924                 i, src_state->textures[i], stateblock->state.textures[i]);
925 
926         if (src_state->textures[i])
927             wined3d_texture_incref(src_state->textures[i]);
928         if (stateblock->state.textures[i])
929             wined3d_texture_decref(stateblock->state.textures[i]);
930         stateblock->state.textures[i] = src_state->textures[i];
931     }
932 
933     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
934     {
935         DWORD stage = stateblock->contained_sampler_states[i].stage;
936         DWORD state = stateblock->contained_sampler_states[i].state;
937 
938         TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
939                 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
940 
941         stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
942     }
943 
944     if (stateblock->changed.pixelShader && stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]
945             != src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
946     {
947         if (src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
948             wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_PIXEL]);
949         if (stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL])
950             wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
951         stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL] = src_state->shader[WINED3D_SHADER_TYPE_PIXEL];
952     }
953 
954     wined3d_state_record_lights(&stateblock->state, src_state);
955 
956     TRACE("Capture done.\n");
957 }
958 
959 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
960 {
961     UINT i;
962 
963     for (i = 0; i < LIGHTMAP_SIZE; ++i)
964     {
965         struct list *e;
966 
967         LIST_FOR_EACH(e, &state->light_map[i])
968         {
969             const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
970 
971             wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
972             wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
973         }
974     }
975 }
976 
977 void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
978 {
979     struct wined3d_device *device = stateblock->device;
980     unsigned int i;
981     DWORD map;
982 
983     TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
984 
985     if (stateblock->changed.vertexShader)
986         wined3d_device_set_vertex_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_VERTEX]);
987 
988     /* Vertex Shader Constants. */
989     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
990     {
991         wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
992                 1, &stateblock->state.vs_consts_f[stateblock->contained_vs_consts_f[i]]);
993     }
994     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
995     {
996         wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
997                 1, &stateblock->state.vs_consts_i[stateblock->contained_vs_consts_i[i]]);
998     }
999     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
1000     {
1001         wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
1002                 1, &stateblock->state.vs_consts_b[stateblock->contained_vs_consts_b[i]]);
1003     }
1004 
1005     apply_lights(device, &stateblock->state);
1006 
1007     if (stateblock->changed.pixelShader)
1008         wined3d_device_set_pixel_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
1009 
1010     /* Pixel Shader Constants. */
1011     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
1012     {
1013         wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
1014                 1, &stateblock->state.ps_consts_f[stateblock->contained_ps_consts_f[i]]);
1015     }
1016     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
1017     {
1018         wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
1019                 1, &stateblock->state.ps_consts_i[stateblock->contained_ps_consts_i[i]]);
1020     }
1021     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
1022     {
1023         wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
1024                 1, &stateblock->state.ps_consts_b[stateblock->contained_ps_consts_b[i]]);
1025     }
1026 
1027     /* Render states. */
1028     for (i = 0; i < stateblock->num_contained_render_states; ++i)
1029     {
1030         wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
1031                 stateblock->state.render_states[stateblock->contained_render_states[i]]);
1032     }
1033 
1034     /* Texture states. */
1035     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
1036     {
1037         DWORD stage = stateblock->contained_tss_states[i].stage;
1038         DWORD state = stateblock->contained_tss_states[i].state;
1039 
1040         wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
1041     }
1042 
1043     /* Sampler states. */
1044     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
1045     {
1046         DWORD stage = stateblock->contained_sampler_states[i].stage;
1047         DWORD state = stateblock->contained_sampler_states[i].state;
1048         DWORD value = stateblock->state.sampler_states[stage][state];
1049 
1050         if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1051         wined3d_device_set_sampler_state(device, stage, state, value);
1052     }
1053 
1054     /* Transform states. */
1055     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1056     {
1057         wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1058                 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1059     }
1060 
1061     if (stateblock->changed.indices)
1062     {
1063         wined3d_device_set_index_buffer(device, stateblock->state.index_buffer,
1064                 stateblock->state.index_format, stateblock->state.index_offset);
1065         wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1066     }
1067 
1068     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1069         wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1070 
1071     if (stateblock->changed.material)
1072         wined3d_device_set_material(device, &stateblock->state.material);
1073 
1074     if (stateblock->changed.viewport)
1075         wined3d_device_set_viewports(device, stateblock->state.viewport_count, stateblock->state.viewports);
1076 
1077     if (stateblock->changed.scissorRect)
1078         wined3d_device_set_scissor_rects(device, stateblock->state.scissor_rect_count,
1079                 stateblock->state.scissor_rects);
1080 
1081     map = stateblock->changed.streamSource;
1082     for (i = 0; map; map >>= 1, ++i)
1083     {
1084         if (map & 1)
1085             wined3d_device_set_stream_source(device, i,
1086                     stateblock->state.streams[i].buffer,
1087                     0, stateblock->state.streams[i].stride);
1088     }
1089 
1090     map = stateblock->changed.streamFreq;
1091     for (i = 0; map; map >>= 1, ++i)
1092     {
1093         if (map & 1)
1094             wined3d_device_set_stream_source_freq(device, i,
1095                     stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1096     }
1097 
1098     map = stateblock->changed.textures;
1099     for (i = 0; map; map >>= 1, ++i)
1100     {
1101         DWORD stage;
1102 
1103         if (!(map & 1)) continue;
1104 
1105         stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1106         wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1107     }
1108 
1109     map = stateblock->changed.clipplane;
1110     for (i = 0; map; map >>= 1, ++i)
1111     {
1112         if (!(map & 1)) continue;
1113 
1114         wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
1115     }
1116 
1117     TRACE("Applied stateblock %p.\n", stateblock);
1118 }
1119 
1120 static void state_init_default(struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
1121 {
1122     union
1123     {
1124         struct wined3d_line_pattern lp;
1125         DWORD d;
1126     } lp;
1127     union {
1128         float f;
1129         DWORD d;
1130     } tmpfloat;
1131     unsigned int i;
1132     struct wined3d_matrix identity;
1133 
1134     TRACE("state %p, gl_info %p.\n", state, gl_info);
1135 
1136     get_identity_matrix(&identity);
1137     state->gl_primitive_type = ~0u;
1138     state->gl_patch_vertices = 0;
1139 
1140     /* Set some of the defaults for lights, transforms etc */
1141     state->transforms[WINED3D_TS_PROJECTION] = identity;
1142     state->transforms[WINED3D_TS_VIEW] = identity;
1143     for (i = 0; i < 256; ++i)
1144     {
1145         state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
1146     }
1147 
1148     TRACE("Render states\n");
1149     /* Render states: */
1150     state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1151     state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
1152     state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
1153     lp.lp.repeat_factor = 0;
1154     lp.lp.line_pattern = 0;
1155     state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1156     state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1157     state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1158     state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1159     state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1160     state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1161     state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK;
1162     state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1163     state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1164     state->render_states[WINED3D_RS_ALPHAREF] = 0;
1165     state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1166     state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1167     state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1168     state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1169     state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1170     state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1171     state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
1172     tmpfloat.f = 0.0f;
1173     state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1174     tmpfloat.f = 1.0f;
1175     state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1176     tmpfloat.f = 1.0f;
1177     state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1178     state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1179     state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1180     state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1181     state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1182     state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1183     state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1184     state->render_states[WINED3D_RS_STENCILREF] = 0;
1185     state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1186     state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1187     state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1188     state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1189     state->render_states[WINED3D_RS_WRAP0] = 0;
1190     state->render_states[WINED3D_RS_WRAP1] = 0;
1191     state->render_states[WINED3D_RS_WRAP2] = 0;
1192     state->render_states[WINED3D_RS_WRAP3] = 0;
1193     state->render_states[WINED3D_RS_WRAP4] = 0;
1194     state->render_states[WINED3D_RS_WRAP5] = 0;
1195     state->render_states[WINED3D_RS_WRAP6] = 0;
1196     state->render_states[WINED3D_RS_WRAP7] = 0;
1197     state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1198     state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1199     state->render_states[WINED3D_RS_AMBIENT] = 0;
1200     state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
1201     state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1202     state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1203     state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1204     state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
1205     state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
1206     state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1207     state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1208     state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1209     state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1210     state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1211     tmpfloat.f = 1.0f;
1212     state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1213     tmpfloat.f = 1.0f;
1214     state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1215     state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1216     state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1217     tmpfloat.f = 1.0f;
1218     state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1219     tmpfloat.f = 0.0f;
1220     state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1221     tmpfloat.f = 0.0f;
1222     state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1223     state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1224     state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1225     state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
1226     tmpfloat.f = 1.0f;
1227     state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1228     state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1229     tmpfloat.f = gl_info->limits.pointsize_max;
1230     state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1231     state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1232     tmpfloat.f = 0.0f;
1233     state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1234     state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1235     state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1236     state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1237     /* states new in d3d9 */
1238     state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1239     state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1240     tmpfloat.f = 1.0f;
1241     state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1242     state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1243     state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1244     tmpfloat.f = 0.0f;
1245     state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1246     state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1247     tmpfloat.f = 1.0f;
1248     state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1249     tmpfloat.f = 0.0f;
1250     state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1251     state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1252     state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1253     state->render_states[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1254     state->render_states[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1255     state->render_states[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1256     state->render_states[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1257     state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
1258     state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1259     state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1260     tmpfloat.f = 0.0f;
1261     state->render_states[WINED3D_RS_DEPTHBIASCLAMP] = tmpfloat.d;
1262     state->render_states[WINED3D_RS_WRAP8] = 0;
1263     state->render_states[WINED3D_RS_WRAP9] = 0;
1264     state->render_states[WINED3D_RS_WRAP10] = 0;
1265     state->render_states[WINED3D_RS_WRAP11] = 0;
1266     state->render_states[WINED3D_RS_WRAP12] = 0;
1267     state->render_states[WINED3D_RS_WRAP13] = 0;
1268     state->render_states[WINED3D_RS_WRAP14] = 0;
1269     state->render_states[WINED3D_RS_WRAP15] = 0;
1270     state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1271     state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1272     state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1273     state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1274     for (i = 0; i < MAX_RENDER_TARGETS; ++i)
1275         state->render_states[WINED3D_RS_COLORWRITE(i)] = 0x0000000f;
1276 
1277     /* Texture Stage States - Put directly into state block, we will call function below */
1278     for (i = 0; i < MAX_TEXTURES; ++i)
1279     {
1280         TRACE("Setting up default texture states for texture Stage %u.\n", i);
1281         state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
1282         state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
1283         state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
1284         state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
1285         state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
1286         state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
1287         state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
1288         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
1289         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
1290         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
1291         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
1292         state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
1293         state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
1294         state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
1295         state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
1296         state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
1297         state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
1298         state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
1299     }
1300 
1301     for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; ++i)
1302     {
1303         TRACE("Setting up default samplers states for sampler %u.\n", i);
1304         state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
1305         state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
1306         state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
1307         state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
1308         state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
1309         state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
1310         state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
1311         state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
1312         state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
1313         state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
1314         state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
1315         /* TODO: Indicates which element of a multielement texture to use. */
1316         state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
1317         /* TODO: Vertex offset in the presampled displacement map. */
1318         state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
1319     }
1320 }
1321 
1322 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
1323         const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1324         DWORD flags)
1325 {
1326     unsigned int i;
1327 
1328     state->flags = flags;
1329     state->fb = fb;
1330 
1331     for (i = 0; i < LIGHTMAP_SIZE; i++)
1332     {
1333         list_init(&state->light_map[i]);
1334     }
1335 
1336     if (flags & WINED3D_STATE_INIT_DEFAULT)
1337         state_init_default(state, gl_info);
1338 }
1339 
1340 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1341         struct wined3d_device *device, enum wined3d_stateblock_type type)
1342 {
1343     const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1344 
1345     stateblock->ref = 1;
1346     stateblock->device = device;
1347     state_init(&stateblock->state, NULL, &device->adapter->gl_info, d3d_info, 0);
1348 
1349     if (type == WINED3D_SBT_RECORDED)
1350         return WINED3D_OK;
1351 
1352     TRACE("Updating changed flags appropriate for type %#x.\n", type);
1353 
1354     switch (type)
1355     {
1356         case WINED3D_SBT_ALL:
1357             stateblock_init_lights(stateblock, device->state.light_map);
1358             stateblock_savedstates_set_all(&stateblock->changed,
1359                     d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
1360             break;
1361 
1362         case WINED3D_SBT_PIXEL_STATE:
1363             stateblock_savedstates_set_pixel(&stateblock->changed,
1364                     d3d_info->limits.ps_uniform_count);
1365             break;
1366 
1367         case WINED3D_SBT_VERTEX_STATE:
1368             stateblock_init_lights(stateblock, device->state.light_map);
1369             stateblock_savedstates_set_vertex(&stateblock->changed,
1370                     d3d_info->limits.vs_uniform_count);
1371             break;
1372 
1373         default:
1374             FIXME("Unrecognized state block type %#x.\n", type);
1375             break;
1376     }
1377 
1378     stateblock_init_contained_states(stateblock);
1379     wined3d_stateblock_capture(stateblock);
1380 
1381     return WINED3D_OK;
1382 }
1383 
1384 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1385         enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1386 {
1387     struct wined3d_stateblock *object;
1388     HRESULT hr;
1389 
1390     TRACE("device %p, type %#x, stateblock %p.\n",
1391             device, type, stateblock);
1392 
1393     if (!(object = heap_alloc_zero(sizeof(*object))))
1394         return E_OUTOFMEMORY;
1395 
1396     hr = stateblock_init(object, device, type);
1397     if (FAILED(hr))
1398     {
1399         WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1400         heap_free(object);
1401         return hr;
1402     }
1403 
1404     TRACE("Created stateblock %p.\n", object);
1405     *stateblock = object;
1406 
1407     return WINED3D_OK;
1408 }
1409