/* * state block implementation * * Copyright 2002 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2005 Oliver Stieber * Copyright 2007 Stefan Dösinger for CodeWeavers * Copyright 2009 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); static const DWORD pixel_states_render[] = { WINED3D_RS_ALPHABLENDENABLE, WINED3D_RS_ALPHAFUNC, WINED3D_RS_ALPHAREF, WINED3D_RS_ALPHATESTENABLE, WINED3D_RS_ANTIALIASEDLINEENABLE, WINED3D_RS_BLENDFACTOR, WINED3D_RS_BLENDOP, WINED3D_RS_BLENDOPALPHA, WINED3D_RS_BACK_STENCILFAIL, WINED3D_RS_BACK_STENCILPASS, WINED3D_RS_BACK_STENCILZFAIL, WINED3D_RS_COLORWRITEENABLE, WINED3D_RS_COLORWRITEENABLE1, WINED3D_RS_COLORWRITEENABLE2, WINED3D_RS_COLORWRITEENABLE3, WINED3D_RS_DEPTHBIAS, WINED3D_RS_DESTBLEND, WINED3D_RS_DESTBLENDALPHA, WINED3D_RS_DITHERENABLE, WINED3D_RS_FILLMODE, WINED3D_RS_FOGDENSITY, WINED3D_RS_FOGEND, WINED3D_RS_FOGSTART, WINED3D_RS_LASTPIXEL, WINED3D_RS_SCISSORTESTENABLE, WINED3D_RS_SEPARATEALPHABLENDENABLE, WINED3D_RS_SHADEMODE, WINED3D_RS_SLOPESCALEDEPTHBIAS, WINED3D_RS_SRCBLEND, WINED3D_RS_SRCBLENDALPHA, WINED3D_RS_SRGBWRITEENABLE, WINED3D_RS_STENCILENABLE, WINED3D_RS_STENCILFAIL, WINED3D_RS_STENCILFUNC, WINED3D_RS_STENCILMASK, WINED3D_RS_STENCILPASS, WINED3D_RS_STENCILREF, WINED3D_RS_STENCILWRITEMASK, WINED3D_RS_STENCILZFAIL, WINED3D_RS_TEXTUREFACTOR, WINED3D_RS_TWOSIDEDSTENCILMODE, WINED3D_RS_WRAP0, WINED3D_RS_WRAP1, WINED3D_RS_WRAP10, WINED3D_RS_WRAP11, WINED3D_RS_WRAP12, WINED3D_RS_WRAP13, WINED3D_RS_WRAP14, WINED3D_RS_WRAP15, WINED3D_RS_WRAP2, WINED3D_RS_WRAP3, WINED3D_RS_WRAP4, WINED3D_RS_WRAP5, WINED3D_RS_WRAP6, WINED3D_RS_WRAP7, WINED3D_RS_WRAP8, WINED3D_RS_WRAP9, WINED3D_RS_ZENABLE, WINED3D_RS_ZFUNC, WINED3D_RS_ZWRITEENABLE, }; static const DWORD pixel_states_texture[] = { WINED3D_TSS_ALPHA_ARG0, WINED3D_TSS_ALPHA_ARG1, WINED3D_TSS_ALPHA_ARG2, WINED3D_TSS_ALPHA_OP, WINED3D_TSS_BUMPENV_LOFFSET, WINED3D_TSS_BUMPENV_LSCALE, WINED3D_TSS_BUMPENV_MAT00, WINED3D_TSS_BUMPENV_MAT01, WINED3D_TSS_BUMPENV_MAT10, WINED3D_TSS_BUMPENV_MAT11, WINED3D_TSS_COLOR_ARG0, WINED3D_TSS_COLOR_ARG1, WINED3D_TSS_COLOR_ARG2, WINED3D_TSS_COLOR_OP, WINED3D_TSS_RESULT_ARG, WINED3D_TSS_TEXCOORD_INDEX, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS, }; static const DWORD pixel_states_sampler[] = { WINED3D_SAMP_ADDRESS_U, WINED3D_SAMP_ADDRESS_V, WINED3D_SAMP_ADDRESS_W, WINED3D_SAMP_BORDER_COLOR, WINED3D_SAMP_MAG_FILTER, WINED3D_SAMP_MIN_FILTER, WINED3D_SAMP_MIP_FILTER, WINED3D_SAMP_MIPMAP_LOD_BIAS, WINED3D_SAMP_MAX_MIP_LEVEL, WINED3D_SAMP_MAX_ANISOTROPY, WINED3D_SAMP_SRGB_TEXTURE, WINED3D_SAMP_ELEMENT_INDEX, }; static const DWORD vertex_states_render[] = { WINED3D_RS_ADAPTIVETESS_W, WINED3D_RS_ADAPTIVETESS_X, WINED3D_RS_ADAPTIVETESS_Y, WINED3D_RS_ADAPTIVETESS_Z, WINED3D_RS_AMBIENT, WINED3D_RS_AMBIENTMATERIALSOURCE, WINED3D_RS_CLIPPING, WINED3D_RS_CLIPPLANEENABLE, WINED3D_RS_COLORVERTEX, WINED3D_RS_CULLMODE, WINED3D_RS_DIFFUSEMATERIALSOURCE, WINED3D_RS_EMISSIVEMATERIALSOURCE, WINED3D_RS_ENABLEADAPTIVETESSELLATION, WINED3D_RS_FOGCOLOR, WINED3D_RS_FOGDENSITY, WINED3D_RS_FOGENABLE, WINED3D_RS_FOGEND, WINED3D_RS_FOGSTART, WINED3D_RS_FOGTABLEMODE, WINED3D_RS_FOGVERTEXMODE, WINED3D_RS_INDEXEDVERTEXBLENDENABLE, WINED3D_RS_LIGHTING, WINED3D_RS_LOCALVIEWER, WINED3D_RS_MAXTESSELLATIONLEVEL, WINED3D_RS_MINTESSELLATIONLEVEL, WINED3D_RS_MULTISAMPLEANTIALIAS, WINED3D_RS_MULTISAMPLEMASK, WINED3D_RS_NORMALDEGREE, WINED3D_RS_NORMALIZENORMALS, WINED3D_RS_PATCHEDGESTYLE, WINED3D_RS_POINTSCALE_A, WINED3D_RS_POINTSCALE_B, WINED3D_RS_POINTSCALE_C, WINED3D_RS_POINTSCALEENABLE, WINED3D_RS_POINTSIZE, WINED3D_RS_POINTSIZE_MAX, WINED3D_RS_POINTSIZE_MIN, WINED3D_RS_POINTSPRITEENABLE, WINED3D_RS_POSITIONDEGREE, WINED3D_RS_RANGEFOGENABLE, WINED3D_RS_SHADEMODE, WINED3D_RS_SPECULARENABLE, WINED3D_RS_SPECULARMATERIALSOURCE, WINED3D_RS_TWEENFACTOR, WINED3D_RS_VERTEXBLEND, }; static const DWORD vertex_states_texture[] = { WINED3D_TSS_TEXCOORD_INDEX, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS, }; static const DWORD vertex_states_sampler[] = { WINED3D_SAMP_DMAP_OFFSET, }; static inline void stateblock_set_all_bits(DWORD *map, UINT map_size) { DWORD mask = (1u << (map_size & 0x1f)) - 1; memset(map, 0xff, (map_size >> 5) * sizeof(*map)); if (mask) map[map_size >> 5] = mask; } /* Set all members of a stateblock savedstate to the given value */ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts) { unsigned int i; states->indices = 1; states->material = 1; states->viewport = 1; states->vertexDecl = 1; states->pixelShader = 1; states->vertexShader = 1; states->scissorRect = 1; states->alpha_to_coverage = 1; states->lights = 1; states->transforms = 1; states->streamSource = 0xffff; states->streamFreq = 0xffff; states->textures = 0xfffff; stateblock_set_all_bits(states->transform, WINED3D_HIGHEST_TRANSFORM_STATE + 1); stateblock_set_all_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1); for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff; for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe; states->clipplane = (1u << WINED3D_MAX_CLIP_DISTANCES) - 1; states->pixelShaderConstantsB = 0xffff; states->pixelShaderConstantsI = 0xffff; states->vertexShaderConstantsB = 0xffff; states->vertexShaderConstantsI = 0xffff; memset(states->ps_consts_f, 0xffu, sizeof(states->ps_consts_f)); memset(states->vs_consts_f, 0xffu, sizeof(states->vs_consts_f)); } static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants) { DWORD texture_mask = 0; WORD sampler_mask = 0; unsigned int i; states->pixelShader = 1; for (i = 0; i < ARRAY_SIZE(pixel_states_render); ++i) { DWORD rs = pixel_states_render[i]; states->renderState[rs >> 5] |= 1u << (rs & 0x1f); } for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i) texture_mask |= 1u << pixel_states_texture[i]; for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i) sampler_mask |= 1u << pixel_states_sampler[i]; for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; states->pixelShaderConstantsB = 0xffff; states->pixelShaderConstantsI = 0xffff; memset(states->ps_consts_f, 0xffu, sizeof(states->ps_consts_f)); } static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants) { DWORD texture_mask = 0; WORD sampler_mask = 0; unsigned int i; states->vertexDecl = 1; states->vertexShader = 1; states->alpha_to_coverage = 1; states->lights = 1; for (i = 0; i < ARRAY_SIZE(vertex_states_render); ++i) { DWORD rs = vertex_states_render[i]; states->renderState[rs >> 5] |= 1u << (rs & 0x1f); } for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i) texture_mask |= 1u << vertex_states_texture[i]; for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i) sampler_mask |= 1u << vertex_states_sampler[i]; for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; states->vertexShaderConstantsB = 0xffff; states->vertexShaderConstantsI = 0xffff; memset(states->vs_consts_f, 0xffu, sizeof(states->vs_consts_f)); } void CDECL wined3d_stateblock_init_contained_states(struct wined3d_stateblock *stateblock) { unsigned int i, j; for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i) { DWORD map = stateblock->changed.renderState[i]; for (j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j; ++stateblock->num_contained_render_states; } } for (i = 0; i <= WINED3D_HIGHEST_TRANSFORM_STATE >> 5; ++i) { DWORD map = stateblock->changed.transform[i]; for (j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j; ++stateblock->num_contained_transform_states; } } for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { DWORD map = stateblock->changed.textureState[i]; for(j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i; stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j; ++stateblock->num_contained_tss_states; } } for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { DWORD map = stateblock->changed.samplerState[i]; for (j = 0; map; map >>= 1, ++j) { if (!(map & 1)) continue; stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i; stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j; ++stateblock->num_contained_sampler_states; } } } static void stateblock_init_lights(struct list *dst_map, const struct list *src_map) { unsigned int i; for (i = 0; i < LIGHTMAP_SIZE; ++i) { const struct wined3d_light_info *src_light; LIST_FOR_EACH_ENTRY(src_light, &src_map[i], struct wined3d_light_info, entry) { struct wined3d_light_info *dst_light = heap_alloc(sizeof(*dst_light)); *dst_light = *src_light; list_add_tail(&dst_map[i], &dst_light->entry); } } } ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock) { ULONG refcount = InterlockedIncrement(&stateblock->ref); TRACE("%p increasing refcount to %u.\n", stateblock, refcount); return refcount; } void state_unbind_resources(struct wined3d_state *state) { struct wined3d_unordered_access_view *uav; struct wined3d_shader_resource_view *srv; struct wined3d_vertex_declaration *decl; struct wined3d_blend_state *blend_state; struct wined3d_sampler *sampler; struct wined3d_texture *texture; struct wined3d_buffer *buffer; struct wined3d_shader *shader; unsigned int i, j; if ((decl = state->vertex_declaration)) { state->vertex_declaration = NULL; wined3d_vertex_declaration_decref(decl); } for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { if ((texture = state->textures[i])) { state->textures[i] = NULL; wined3d_texture_decref(texture); } } for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i) { if ((buffer = state->stream_output[i].buffer)) { state->stream_output[i].buffer = NULL; wined3d_buffer_decref(buffer); } } for (i = 0; i < WINED3D_MAX_STREAMS; ++i) { if ((buffer = state->streams[i].buffer)) { state->streams[i].buffer = NULL; wined3d_buffer_decref(buffer); } } if ((buffer = state->index_buffer)) { state->index_buffer = NULL; wined3d_buffer_decref(buffer); } for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { if ((shader = state->shader[i])) { state->shader[i] = NULL; wined3d_shader_decref(shader); } for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j) { if ((buffer = state->cb[i][j])) { state->cb[i][j] = NULL; wined3d_buffer_decref(buffer); } } for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j) { if ((sampler = state->sampler[i][j])) { state->sampler[i][j] = NULL; wined3d_sampler_decref(sampler); } } for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j) { if ((srv = state->shader_resource_view[i][j])) { state->shader_resource_view[i][j] = NULL; --srv->resource->srv_bind_count_device; wined3d_shader_resource_view_decref(srv); } } } for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i) { for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j) { if ((uav = state->unordered_access_view[i][j])) { state->unordered_access_view[i][j] = NULL; wined3d_unordered_access_view_decref(uav); } } } if ((blend_state = state->blend_state)) { state->blend_state = NULL; wined3d_blend_state_decref(blend_state); } } void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state) { struct wined3d_light_info *light, *cursor; struct wined3d_vertex_declaration *decl; struct wined3d_texture *texture; struct wined3d_buffer *buffer; struct wined3d_shader *shader; unsigned int i; if ((decl = state->vertex_declaration)) { state->vertex_declaration = NULL; wined3d_vertex_declaration_decref(decl); } for (i = 0; i < WINED3D_MAX_STREAMS; ++i) { if ((buffer = state->streams[i].buffer)) { state->streams[i].buffer = NULL; wined3d_buffer_decref(buffer); } } if ((buffer = state->index_buffer)) { state->index_buffer = NULL; wined3d_buffer_decref(buffer); } if ((shader = state->vs)) { state->vs = NULL; wined3d_shader_decref(shader); } if ((shader = state->ps)) { state->ps = NULL; wined3d_shader_decref(shader); } for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { if ((texture = state->textures[i])) { state->textures[i] = NULL; wined3d_texture_decref(texture); } } for (i = 0; i < LIGHTMAP_SIZE; ++i) { LIST_FOR_EACH_ENTRY_SAFE(light, cursor, &state->light_state->light_map[i], struct wined3d_light_info, entry) { list_remove(&light->entry); heap_free(light); } } } void state_cleanup(struct wined3d_state *state) { unsigned int counter; if (!(state->flags & WINED3D_STATE_NO_REF)) state_unbind_resources(state); for (counter = 0; counter < WINED3D_MAX_ACTIVE_LIGHTS; ++counter) { state->light_state.lights[counter] = NULL; } for (counter = 0; counter < LIGHTMAP_SIZE; ++counter) { struct list *e1, *e2; LIST_FOR_EACH_SAFE(e1, e2, &state->light_state.light_map[counter]) { struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry); list_remove(&light->entry); heap_free(light); } } } ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock) { ULONG refcount = InterlockedDecrement(&stateblock->ref); TRACE("%p decreasing refcount to %u\n", stateblock, refcount); if (!refcount) { wined3d_stateblock_state_cleanup(&stateblock->stateblock_state); heap_free(stateblock); } return refcount; } struct wined3d_light_info *wined3d_light_state_get_light(const struct wined3d_light_state *state, unsigned int idx) { struct wined3d_light_info *light_info; unsigned int hash_idx; hash_idx = LIGHTMAP_HASHFUNC(idx); LIST_FOR_EACH_ENTRY(light_info, &state->light_map[hash_idx], struct wined3d_light_info, entry) { if (light_info->OriginalIndex == idx) return light_info; } return NULL; } HRESULT wined3d_light_state_set_light(struct wined3d_light_state *state, DWORD light_idx, const struct wined3d_light *params, struct wined3d_light_info **light_info) { struct wined3d_light_info *object; unsigned int hash_idx; if (!(object = wined3d_light_state_get_light(state, light_idx))) { TRACE("Adding new light.\n"); if (!(object = heap_alloc_zero(sizeof(*object)))) { ERR("Failed to allocate light info.\n"); return E_OUTOFMEMORY; } hash_idx = LIGHTMAP_HASHFUNC(light_idx); list_add_head(&state->light_map[hash_idx], &object->entry); object->glIndex = -1; object->OriginalIndex = light_idx; } object->OriginalParms = *params; *light_info = object; return WINED3D_OK; } void wined3d_light_state_enable_light(struct wined3d_light_state *state, const struct wined3d_d3d_info *d3d_info, struct wined3d_light_info *light_info, BOOL enable) { unsigned int light_count, i; if (!(light_info->enabled = enable)) { if (light_info->glIndex == -1) { TRACE("Light already disabled, nothing to do.\n"); return; } state->lights[light_info->glIndex] = NULL; light_info->glIndex = -1; return; } if (light_info->glIndex != -1) { TRACE("Light already enabled, nothing to do.\n"); return; } /* Find a free light. */ light_count = d3d_info->limits.active_light_count; for (i = 0; i < light_count; ++i) { if (state->lights[i]) continue; state->lights[i] = light_info; light_info->glIndex = i; return; } /* Our tests show that Windows returns D3D_OK in this situation, even with * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. * This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns * TRUE * as well for those lights. * * TODO: Test how this affects rendering. */ WARN("Too many concurrently active lights.\n"); } static void wined3d_state_record_lights(struct wined3d_light_state *dst_state, const struct wined3d_light_state *src_state) { const struct wined3d_light_info *src; struct wined3d_light_info *dst; UINT i; /* Lights... For a recorded state block, we just had a chain of actions * to perform, so we need to walk that chain and update any actions which * differ. */ for (i = 0; i < LIGHTMAP_SIZE; ++i) { LIST_FOR_EACH_ENTRY(dst, &dst_state->light_map[i], struct wined3d_light_info, entry) { if ((src = wined3d_light_state_get_light(src_state, dst->OriginalIndex))) { dst->OriginalParms = src->OriginalParms; if (src->glIndex == -1 && dst->glIndex != -1) { /* Light disabled. */ dst_state->lights[dst->glIndex] = NULL; } else if (src->glIndex != -1 && dst->glIndex == -1) { /* Light enabled. */ dst_state->lights[src->glIndex] = dst; } dst->glIndex = src->glIndex; } else { /* This can happen if the light was originally created as a * default light for SetLightEnable() while recording. */ WARN("Light %u in dst_state %p does not exist in src_state %p.\n", dst->OriginalIndex, dst_state, src_state); dst->OriginalParms = WINED3D_default_light; if (dst->glIndex != -1) { dst_state->lights[dst->glIndex] = NULL; dst->glIndex = -1; } } } } } void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock, const struct wined3d_stateblock *device_state) { const struct wined3d_stateblock_state *state = &device_state->stateblock_state; struct wined3d_range range; unsigned int i, start; DWORD map; TRACE("stateblock %p, device_state %p.\n", stateblock, device_state); if (stateblock->changed.vertexShader && stateblock->stateblock_state.vs != state->vs) { TRACE("Updating vertex shader from %p to %p.\n", stateblock->stateblock_state.vs, state->vs); if (state->vs) wined3d_shader_incref(state->vs); if (stateblock->stateblock_state.vs) wined3d_shader_decref(stateblock->stateblock_state.vs); stateblock->stateblock_state.vs = state->vs; } for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(stateblock->changed.vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range)) break; memcpy(&stateblock->stateblock_state.vs_consts_f[range.offset], &state->vs_consts_f[range.offset], sizeof(*state->vs_consts_f) * range.size); } map = stateblock->changed.vertexShaderConstantsI; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range)) break; memcpy(&stateblock->stateblock_state.vs_consts_i[range.offset], &state->vs_consts_i[range.offset], sizeof(*state->vs_consts_i) * range.size); } map = stateblock->changed.vertexShaderConstantsB; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range)) break; memcpy(&stateblock->stateblock_state.vs_consts_b[range.offset], &state->vs_consts_b[range.offset], sizeof(*state->vs_consts_b) * range.size); } for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(stateblock->changed.ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range)) break; memcpy(&stateblock->stateblock_state.ps_consts_f[range.offset], &state->ps_consts_f[range.offset], sizeof(*state->ps_consts_f) * range.size); } map = stateblock->changed.pixelShaderConstantsI; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range)) break; memcpy(&stateblock->stateblock_state.ps_consts_i[range.offset], &state->ps_consts_i[range.offset], sizeof(*state->ps_consts_i) * range.size); } map = stateblock->changed.pixelShaderConstantsB; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range)) break; memcpy(&stateblock->stateblock_state.ps_consts_b[range.offset], &state->ps_consts_b[range.offset], sizeof(*state->ps_consts_b) * range.size); } if (stateblock->changed.transforms) { for (i = 0; i < stateblock->num_contained_transform_states; ++i) { enum wined3d_transform_state transform = stateblock->contained_transform_states[i]; TRACE("Updating transform %#x.\n", transform); stateblock->stateblock_state.transforms[transform] = state->transforms[transform]; } } if (stateblock->changed.indices && ((stateblock->stateblock_state.index_buffer != state->index_buffer) || (stateblock->stateblock_state.base_vertex_index != state->base_vertex_index) || (stateblock->stateblock_state.index_format != state->index_format))) { TRACE("Updating index buffer to %p, base vertex index to %d.\n", state->index_buffer, state->base_vertex_index); if (state->index_buffer) wined3d_buffer_incref(state->index_buffer); if (stateblock->stateblock_state.index_buffer) wined3d_buffer_decref(stateblock->stateblock_state.index_buffer); stateblock->stateblock_state.index_buffer = state->index_buffer; stateblock->stateblock_state.base_vertex_index = state->base_vertex_index; stateblock->stateblock_state.index_format = state->index_format; } if (stateblock->changed.vertexDecl && stateblock->stateblock_state.vertex_declaration != state->vertex_declaration) { TRACE("Updating vertex declaration from %p to %p.\n", stateblock->stateblock_state.vertex_declaration, state->vertex_declaration); if (state->vertex_declaration) wined3d_vertex_declaration_incref(state->vertex_declaration); if (stateblock->stateblock_state.vertex_declaration) wined3d_vertex_declaration_decref(stateblock->stateblock_state.vertex_declaration); stateblock->stateblock_state.vertex_declaration = state->vertex_declaration; } if (stateblock->changed.material && memcmp(&state->material, &stateblock->stateblock_state.material, sizeof(stateblock->stateblock_state.material))) { TRACE("Updating material.\n"); stateblock->stateblock_state.material = state->material; } if (stateblock->changed.viewport && memcmp(&state->viewport, &stateblock->stateblock_state.viewport, sizeof(state->viewport))) { TRACE("Updating viewport.\n"); stateblock->stateblock_state.viewport = state->viewport; } if (stateblock->changed.scissorRect && memcmp(&state->scissor_rect, &stateblock->stateblock_state.scissor_rect, sizeof(state->scissor_rect))) { TRACE("Updating scissor rect.\n"); stateblock->stateblock_state.scissor_rect = state->scissor_rect; } map = stateblock->changed.streamSource; while (map) { i = wined3d_bit_scan(&map); if (stateblock->stateblock_state.streams[i].stride != state->streams[i].stride || stateblock->stateblock_state.streams[i].offset != state->streams[i].offset || stateblock->stateblock_state.streams[i].buffer != state->streams[i].buffer) { TRACE("stateblock %p, stream source %u, buffer %p, stride %u, offset %u.\n", stateblock, i, state->streams[i].buffer, state->streams[i].stride, state->streams[i].offset); stateblock->stateblock_state.streams[i].stride = state->streams[i].stride; if (stateblock->changed.store_stream_offset) stateblock->stateblock_state.streams[i].offset = state->streams[i].offset; if (state->streams[i].buffer) wined3d_buffer_incref(state->streams[i].buffer); if (stateblock->stateblock_state.streams[i].buffer) wined3d_buffer_decref(stateblock->stateblock_state.streams[i].buffer); stateblock->stateblock_state.streams[i].buffer = state->streams[i].buffer; } } map = stateblock->changed.streamFreq; while (map) { i = wined3d_bit_scan(&map); if (stateblock->stateblock_state.streams[i].frequency != state->streams[i].frequency || stateblock->stateblock_state.streams[i].flags != state->streams[i].flags) { TRACE("Updating stream frequency %u to %u flags to %#x.\n", i, state->streams[i].frequency, state->streams[i].flags); stateblock->stateblock_state.streams[i].frequency = state->streams[i].frequency; stateblock->stateblock_state.streams[i].flags = state->streams[i].flags; } } map = stateblock->changed.clipplane; while (map) { i = wined3d_bit_scan(&map); if (memcmp(&stateblock->stateblock_state.clip_planes[i], &state->clip_planes[i], sizeof(state->clip_planes[i]))) { TRACE("Updating clipplane %u.\n", i); stateblock->stateblock_state.clip_planes[i] = state->clip_planes[i]; } } /* Render */ for (i = 0; i < stateblock->num_contained_render_states; ++i) { enum wined3d_render_state rs = stateblock->contained_render_states[i]; TRACE("Updating render state %#x to %u.\n", rs, state->rs[rs]); stateblock->stateblock_state.rs[rs] = state->rs[rs]; } /* Texture states */ for (i = 0; i < stateblock->num_contained_tss_states; ++i) { DWORD stage = stateblock->contained_tss_states[i].stage; DWORD texture_state = stateblock->contained_tss_states[i].state; TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, texture_state, state->texture_states[stage][texture_state], stateblock->stateblock_state.texture_states[stage][texture_state]); stateblock->stateblock_state.texture_states[stage][texture_state] = state->texture_states[stage][texture_state]; } /* Samplers */ map = stateblock->changed.textures; while (map) { i = wined3d_bit_scan(&map); TRACE("Updating texture %u to %p (was %p).\n", i, state->textures[i], stateblock->stateblock_state.textures[i]); if (state->textures[i]) wined3d_texture_incref(state->textures[i]); if (stateblock->stateblock_state.textures[i]) wined3d_texture_decref(stateblock->stateblock_state.textures[i]); stateblock->stateblock_state.textures[i] = state->textures[i]; } for (i = 0; i < stateblock->num_contained_sampler_states; ++i) { DWORD stage = stateblock->contained_sampler_states[i].stage; DWORD sampler_state = stateblock->contained_sampler_states[i].state; TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, sampler_state, state->sampler_states[stage][sampler_state], stateblock->stateblock_state.sampler_states[stage][sampler_state]); stateblock->stateblock_state.sampler_states[stage][sampler_state] = state->sampler_states[stage][sampler_state]; } if (stateblock->changed.pixelShader && stateblock->stateblock_state.ps != state->ps) { if (state->ps) wined3d_shader_incref(state->ps); if (stateblock->stateblock_state.ps) wined3d_shader_decref(stateblock->stateblock_state.ps); stateblock->stateblock_state.ps = state->ps; } if (stateblock->changed.lights) wined3d_state_record_lights(stateblock->stateblock_state.light_state, state->light_state); if (stateblock->changed.alpha_to_coverage) stateblock->stateblock_state.alpha_to_coverage = state->alpha_to_coverage; TRACE("Capture done.\n"); } void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock, struct wined3d_stateblock *device_state) { const struct wined3d_stateblock_state *state = &stateblock->stateblock_state; struct wined3d_range range; unsigned int i, start; DWORD map; TRACE("stateblock %p, device_state %p.\n", stateblock, device_state); if (stateblock->changed.vertexShader) wined3d_stateblock_set_vertex_shader(device_state, state->vs); if (stateblock->changed.pixelShader) wined3d_stateblock_set_pixel_shader(device_state, state->ps); for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(stateblock->changed.vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range)) break; wined3d_stateblock_set_vs_consts_f(device_state, range.offset, range.size, &state->vs_consts_f[range.offset]); } map = stateblock->changed.vertexShaderConstantsI; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range)) break; wined3d_stateblock_set_vs_consts_i(device_state, range.offset, range.size, &state->vs_consts_i[range.offset]); } map = stateblock->changed.vertexShaderConstantsB; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range)) break; wined3d_stateblock_set_vs_consts_b(device_state, range.offset, range.size, &state->vs_consts_b[range.offset]); } for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(stateblock->changed.ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range)) break; wined3d_stateblock_set_ps_consts_f(device_state, range.offset, range.size, &state->ps_consts_f[range.offset]); } map = stateblock->changed.pixelShaderConstantsI; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range)) break; wined3d_stateblock_set_ps_consts_i(device_state, range.offset, range.size, &state->ps_consts_i[range.offset]); } map = stateblock->changed.pixelShaderConstantsB; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range)) break; wined3d_stateblock_set_ps_consts_b(device_state, range.offset, range.size, &state->ps_consts_b[range.offset]); } if (stateblock->changed.transforms) { for (i = 0; i < stateblock->num_contained_transform_states; ++i) { enum wined3d_transform_state transform = stateblock->contained_transform_states[i]; wined3d_stateblock_set_transform(device_state, transform, &state->transforms[transform]); } } if (stateblock->changed.lights) { for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i) { const struct wined3d_light_info *light; LIST_FOR_EACH_ENTRY(light, &state->light_state->light_map[i], struct wined3d_light_info, entry) { wined3d_stateblock_set_light(device_state, light->OriginalIndex, &light->OriginalParms); wined3d_stateblock_set_light_enable(device_state, light->OriginalIndex, light->glIndex != -1); } } } if (stateblock->changed.alpha_to_coverage) { device_state->stateblock_state.alpha_to_coverage = state->alpha_to_coverage; device_state->changed.alpha_to_coverage = 1; } /* Render states. */ for (i = 0; i < stateblock->num_contained_render_states; ++i) { enum wined3d_render_state rs = stateblock->contained_render_states[i]; wined3d_stateblock_set_render_state(device_state, rs, state->rs[rs]); } /* Texture states. */ for (i = 0; i < stateblock->num_contained_tss_states; ++i) { DWORD stage = stateblock->contained_tss_states[i].stage; DWORD texture_state = stateblock->contained_tss_states[i].state; wined3d_stateblock_set_texture_stage_state(device_state, stage, texture_state, state->texture_states[stage][texture_state]); } /* Sampler states. */ for (i = 0; i < stateblock->num_contained_sampler_states; ++i) { DWORD stage = stateblock->contained_sampler_states[i].stage; DWORD sampler_state = stateblock->contained_sampler_states[i].state; wined3d_stateblock_set_sampler_state(device_state, stage, sampler_state, state->sampler_states[stage][sampler_state]); } if (stateblock->changed.indices) { wined3d_stateblock_set_index_buffer(device_state, state->index_buffer, state->index_format); wined3d_stateblock_set_base_vertex_index(device_state, state->base_vertex_index); } if (stateblock->changed.vertexDecl && state->vertex_declaration) wined3d_stateblock_set_vertex_declaration(device_state, state->vertex_declaration); if (stateblock->changed.material) wined3d_stateblock_set_material(device_state, &state->material); if (stateblock->changed.viewport) wined3d_stateblock_set_viewport(device_state, &state->viewport); if (stateblock->changed.scissorRect) wined3d_stateblock_set_scissor_rect(device_state, &state->scissor_rect); map = stateblock->changed.streamSource; while (map) { i = wined3d_bit_scan(&map); wined3d_stateblock_set_stream_source(device_state, i, state->streams[i].buffer, state->streams[i].offset, state->streams[i].stride); } map = stateblock->changed.streamFreq; while (map) { i = wined3d_bit_scan(&map); wined3d_stateblock_set_stream_source_freq(device_state, i, state->streams[i].frequency | state->streams[i].flags); } map = stateblock->changed.textures; while (map) { i = wined3d_bit_scan(&map); wined3d_stateblock_set_texture(device_state, i, state->textures[i]); } map = stateblock->changed.clipplane; while (map) { i = wined3d_bit_scan(&map); wined3d_stateblock_set_clip_plane(device_state, i, &state->clip_planes[i]); } TRACE("Applied stateblock %p.\n", stateblock); } void CDECL wined3d_stateblock_set_vertex_shader(struct wined3d_stateblock *stateblock, struct wined3d_shader *shader) { TRACE("stateblock %p, shader %p.\n", stateblock, shader); if (shader) wined3d_shader_incref(shader); if (stateblock->stateblock_state.vs) wined3d_shader_decref(stateblock->stateblock_state.vs); stateblock->stateblock_state.vs = shader; stateblock->changed.vertexShader = TRUE; } static void wined3d_bitmap_set_bits(uint32_t *bitmap, unsigned int start, unsigned int count) { const unsigned int word_bit_count = sizeof(*bitmap) * CHAR_BIT; const unsigned int shift = start % word_bit_count; uint32_t mask, last_mask; unsigned int mask_size; bitmap += start / word_bit_count; mask = ~0u << shift; mask_size = word_bit_count - shift; last_mask = (1u << (start + count) % word_bit_count) - 1; if (mask_size <= count) { *bitmap |= mask; ++bitmap; count -= mask_size; mask = ~0u; } if (count >= word_bit_count) { memset(bitmap, 0xffu, count / word_bit_count * sizeof(*bitmap)); bitmap += count / word_bit_count; count = count % word_bit_count; } if (count) *bitmap |= mask & last_mask; } HRESULT CDECL wined3d_stateblock_set_vs_consts_f(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants) { const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info; TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants); if (!constants || start_idx >= d3d_info->limits.vs_uniform_count || count > d3d_info->limits.vs_uniform_count - start_idx) return WINED3DERR_INVALIDCALL; memcpy(&stateblock->stateblock_state.vs_consts_f[start_idx], constants, count * sizeof(*constants)); wined3d_bitmap_set_bits(stateblock->changed.vs_consts_f, start_idx, count); return WINED3D_OK; } HRESULT CDECL wined3d_stateblock_set_vs_consts_i(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants) { unsigned int i; TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants); if (!constants || start_idx >= WINED3D_MAX_CONSTS_I) return WINED3DERR_INVALIDCALL; if (count > WINED3D_MAX_CONSTS_I - start_idx) count = WINED3D_MAX_CONSTS_I - start_idx; memcpy(&stateblock->stateblock_state.vs_consts_i[start_idx], constants, count * sizeof(*constants)); for (i = start_idx; i < count + start_idx; ++i) stateblock->changed.vertexShaderConstantsI |= (1u << i); return WINED3D_OK; } HRESULT CDECL wined3d_stateblock_set_vs_consts_b(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const BOOL *constants) { unsigned int i; TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants); if (!constants || start_idx >= WINED3D_MAX_CONSTS_B) return WINED3DERR_INVALIDCALL; if (count > WINED3D_MAX_CONSTS_B - start_idx) count = WINED3D_MAX_CONSTS_B - start_idx; memcpy(&stateblock->stateblock_state.vs_consts_b[start_idx], constants, count * sizeof(*constants)); for (i = start_idx; i < count + start_idx; ++i) stateblock->changed.vertexShaderConstantsB |= (1u << i); return WINED3D_OK; } void CDECL wined3d_stateblock_set_pixel_shader(struct wined3d_stateblock *stateblock, struct wined3d_shader *shader) { TRACE("stateblock %p, shader %p.\n", stateblock, shader); if (shader) wined3d_shader_incref(shader); if (stateblock->stateblock_state.ps) wined3d_shader_decref(stateblock->stateblock_state.ps); stateblock->stateblock_state.ps = shader; stateblock->changed.pixelShader = TRUE; } HRESULT CDECL wined3d_stateblock_set_ps_consts_f(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants) { const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info; TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants); if (!constants || start_idx >= d3d_info->limits.ps_uniform_count || count > d3d_info->limits.ps_uniform_count - start_idx) return WINED3DERR_INVALIDCALL; memcpy(&stateblock->stateblock_state.ps_consts_f[start_idx], constants, count * sizeof(*constants)); wined3d_bitmap_set_bits(stateblock->changed.ps_consts_f, start_idx, count); return WINED3D_OK; } HRESULT CDECL wined3d_stateblock_set_ps_consts_i(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants) { unsigned int i; TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants); if (!constants || start_idx >= WINED3D_MAX_CONSTS_I) return WINED3DERR_INVALIDCALL; if (count > WINED3D_MAX_CONSTS_I - start_idx) count = WINED3D_MAX_CONSTS_I - start_idx; memcpy(&stateblock->stateblock_state.ps_consts_i[start_idx], constants, count * sizeof(*constants)); for (i = start_idx; i < count + start_idx; ++i) stateblock->changed.pixelShaderConstantsI |= (1u << i); return WINED3D_OK; } HRESULT CDECL wined3d_stateblock_set_ps_consts_b(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const BOOL *constants) { unsigned int i; TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants); if (!constants || start_idx >= WINED3D_MAX_CONSTS_B) return WINED3DERR_INVALIDCALL; if (count > WINED3D_MAX_CONSTS_B - start_idx) count = WINED3D_MAX_CONSTS_B - start_idx; memcpy(&stateblock->stateblock_state.ps_consts_b[start_idx], constants, count * sizeof(*constants)); for (i = start_idx; i < count + start_idx; ++i) stateblock->changed.pixelShaderConstantsB |= (1u << i); return WINED3D_OK; } void CDECL wined3d_stateblock_set_vertex_declaration(struct wined3d_stateblock *stateblock, struct wined3d_vertex_declaration *declaration) { TRACE("stateblock %p, declaration %p.\n", stateblock, declaration); if (declaration) wined3d_vertex_declaration_incref(declaration); if (stateblock->stateblock_state.vertex_declaration) wined3d_vertex_declaration_decref(stateblock->stateblock_state.vertex_declaration); stateblock->stateblock_state.vertex_declaration = declaration; stateblock->changed.vertexDecl = TRUE; } void CDECL wined3d_stateblock_set_render_state(struct wined3d_stateblock *stateblock, enum wined3d_render_state state, DWORD value) { TRACE("stateblock %p, state %s (%#x), value %#x.\n", stateblock, debug_d3drenderstate(state), state, value); if (state > WINEHIGHEST_RENDER_STATE) { WARN("Unhandled render state %#x.\n", state); return; } stateblock->stateblock_state.rs[state] = value; stateblock->changed.renderState[state >> 5] |= 1u << (state & 0x1f); if (state == WINED3D_RS_POINTSIZE && (value == WINED3D_ALPHA_TO_COVERAGE_ENABLE || value == WINED3D_ALPHA_TO_COVERAGE_DISABLE)) { stateblock->changed.alpha_to_coverage = 1; stateblock->stateblock_state.alpha_to_coverage = (value == WINED3D_ALPHA_TO_COVERAGE_ENABLE); } } void CDECL wined3d_stateblock_set_sampler_state(struct wined3d_stateblock *stateblock, UINT sampler_idx, enum wined3d_sampler_state state, DWORD value) { TRACE("stateblock %p, sampler_idx %u, state %s, value %#x.\n", stateblock, sampler_idx, debug_d3dsamplerstate(state), value); if (sampler_idx >= ARRAY_SIZE(stateblock->stateblock_state.sampler_states)) { WARN("Invalid sampler %u.\n", sampler_idx); return; } stateblock->stateblock_state.sampler_states[sampler_idx][state] = value; stateblock->changed.samplerState[sampler_idx] |= 1u << state; } void CDECL wined3d_stateblock_set_texture_stage_state(struct wined3d_stateblock *stateblock, UINT stage, enum wined3d_texture_stage_state state, DWORD value) { TRACE("stateblock %p, stage %u, state %s, value %#x.\n", stateblock, stage, debug_d3dtexturestate(state), value); if (state > WINED3D_HIGHEST_TEXTURE_STATE) { WARN("Invalid state %#x passed.\n", state); return; } if (stage >= WINED3D_MAX_TEXTURES) { WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n", stage, WINED3D_MAX_TEXTURES - 1); return; } stateblock->stateblock_state.texture_states[stage][state] = value; stateblock->changed.textureState[stage] |= 1u << state; } void CDECL wined3d_stateblock_set_texture(struct wined3d_stateblock *stateblock, UINT stage, struct wined3d_texture *texture) { TRACE("stateblock %p, stage %u, texture %p.\n", stateblock, stage, texture); if (stage >= ARRAY_SIZE(stateblock->stateblock_state.textures)) { WARN("Ignoring invalid stage %u.\n", stage); return; } if (texture) wined3d_texture_incref(texture); if (stateblock->stateblock_state.textures[stage]) wined3d_texture_decref(stateblock->stateblock_state.textures[stage]); stateblock->stateblock_state.textures[stage] = texture; stateblock->changed.textures |= 1u << stage; } void CDECL wined3d_stateblock_set_transform(struct wined3d_stateblock *stateblock, enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix) { TRACE("stateblock %p, state %s, matrix %p.\n", stateblock, debug_d3dtstype(d3dts), matrix); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44); stateblock->stateblock_state.transforms[d3dts] = *matrix; stateblock->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f); stateblock->changed.transforms = 1; } void CDECL wined3d_stateblock_multiply_transform(struct wined3d_stateblock *stateblock, enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix) { struct wined3d_matrix *mat = &stateblock->stateblock_state.transforms[d3dts]; TRACE("stateblock %p, state %s, matrix %p.\n", stateblock, debug_d3dtstype(d3dts), matrix); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44); multiply_matrix(mat, mat, matrix); } HRESULT CDECL wined3d_stateblock_set_clip_plane(struct wined3d_stateblock *stateblock, UINT plane_idx, const struct wined3d_vec4 *plane) { TRACE("stateblock %p, plane_idx %u, plane %p.\n", stateblock, plane_idx, plane); if (plane_idx >= stateblock->device->adapter->d3d_info.limits.max_clip_distances) { TRACE("Application has requested clipplane this device doesn't support.\n"); return WINED3DERR_INVALIDCALL; } stateblock->stateblock_state.clip_planes[plane_idx] = *plane; stateblock->changed.clipplane |= 1u << plane_idx; return S_OK; } void CDECL wined3d_stateblock_set_material(struct wined3d_stateblock *stateblock, const struct wined3d_material *material) { TRACE("stateblock %p, material %p.\n", stateblock, material); stateblock->stateblock_state.material = *material; stateblock->changed.material = TRUE; } void CDECL wined3d_stateblock_set_viewport(struct wined3d_stateblock *stateblock, const struct wined3d_viewport *viewport) { TRACE("stateblock %p, viewport %p.\n", stateblock, viewport); stateblock->stateblock_state.viewport = *viewport; stateblock->changed.viewport = TRUE; } void CDECL wined3d_stateblock_set_scissor_rect(struct wined3d_stateblock *stateblock, const RECT *rect) { TRACE("stateblock %p, rect %s.\n", stateblock, wine_dbgstr_rect(rect)); stateblock->stateblock_state.scissor_rect = *rect; stateblock->changed.scissorRect = TRUE; } void CDECL wined3d_stateblock_set_index_buffer(struct wined3d_stateblock *stateblock, struct wined3d_buffer *buffer, enum wined3d_format_id format_id) { TRACE("stateblock %p, buffer %p, format %s.\n", stateblock, buffer, debug_d3dformat(format_id)); if (buffer) wined3d_buffer_incref(buffer); if (stateblock->stateblock_state.index_buffer) wined3d_buffer_decref(stateblock->stateblock_state.index_buffer); stateblock->stateblock_state.index_buffer = buffer; stateblock->stateblock_state.index_format = format_id; stateblock->changed.indices = TRUE; } void CDECL wined3d_stateblock_set_base_vertex_index(struct wined3d_stateblock *stateblock, INT base_index) { TRACE("stateblock %p, base_index %d.\n", stateblock, base_index); stateblock->stateblock_state.base_vertex_index = base_index; } HRESULT CDECL wined3d_stateblock_set_stream_source(struct wined3d_stateblock *stateblock, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride) { struct wined3d_stream_state *stream; TRACE("stateblock %p, stream_idx %u, buffer %p, stride %u.\n", stateblock, stream_idx, buffer, stride); if (stream_idx >= WINED3D_MAX_STREAMS) { WARN("Stream index %u out of range.\n", stream_idx); return WINED3DERR_INVALIDCALL; } stream = &stateblock->stateblock_state.streams[stream_idx]; if (buffer) wined3d_buffer_incref(buffer); if (stream->buffer) wined3d_buffer_decref(stream->buffer); stream->buffer = buffer; stream->stride = stride; stream->offset = offset; stateblock->changed.streamSource |= 1u << stream_idx; return WINED3D_OK; } HRESULT CDECL wined3d_stateblock_set_stream_source_freq(struct wined3d_stateblock *stateblock, UINT stream_idx, UINT divider) { struct wined3d_stream_state *stream; TRACE("stateblock %p, stream_idx %u, divider %#x.\n", stateblock, stream_idx, divider); if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA)) { WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx) { WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if (!divider) { WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } stream = &stateblock->stateblock_state.streams[stream_idx]; stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA); stream->frequency = divider & 0x7fffff; stateblock->changed.streamFreq |= 1u << stream_idx; return WINED3D_OK; } HRESULT CDECL wined3d_stateblock_set_light(struct wined3d_stateblock *stateblock, UINT light_idx, const struct wined3d_light *light) { struct wined3d_light_info *object = NULL; TRACE("stateblock %p, light_idx %u, light %p.\n", stateblock, light_idx, light); /* Check the parameter range. Need for speed most wanted sets junk lights * which confuse the GL driver. */ if (!light) return WINED3DERR_INVALIDCALL; switch (light->type) { case WINED3D_LIGHT_POINT: case WINED3D_LIGHT_SPOT: case WINED3D_LIGHT_GLSPOT: /* Incorrect attenuation values can cause the gl driver to crash. * Happens with Need for speed most wanted. */ if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f) { WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } break; case WINED3D_LIGHT_DIRECTIONAL: case WINED3D_LIGHT_PARALLELPOINT: /* Ignores attenuation */ break; default: WARN("Light type out of range, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } stateblock->changed.lights = 1; return wined3d_light_state_set_light(stateblock->stateblock_state.light_state, light_idx, light, &object); } HRESULT CDECL wined3d_stateblock_set_light_enable(struct wined3d_stateblock *stateblock, UINT light_idx, BOOL enable) { struct wined3d_light_state *light_state = stateblock->stateblock_state.light_state; struct wined3d_light_info *light_info; HRESULT hr; TRACE("stateblock %p, light_idx %u, enable %#x.\n", stateblock, light_idx, enable); if (!(light_info = wined3d_light_state_get_light(light_state, light_idx))) { if (FAILED(hr = wined3d_light_state_set_light(light_state, light_idx, &WINED3D_default_light, &light_info))) return hr; } wined3d_light_state_enable_light(light_state, &stateblock->device->adapter->d3d_info, light_info, enable); stateblock->changed.lights = 1; return S_OK; } const struct wined3d_stateblock_state * CDECL wined3d_stateblock_get_state(const struct wined3d_stateblock *stateblock) { return &stateblock->stateblock_state; } HRESULT CDECL wined3d_stateblock_get_light(const struct wined3d_stateblock *stateblock, UINT light_idx, struct wined3d_light *light, BOOL *enabled) { struct wined3d_light_info *light_info; if (!(light_info = wined3d_light_state_get_light(&stateblock->light_state, light_idx))) { TRACE("Light %u is not defined.\n", light_idx); return WINED3DERR_INVALIDCALL; } *light = light_info->OriginalParms; *enabled = light_info->enabled ? 128 : 0; return WINED3D_OK; } static void init_default_render_states(DWORD rs[WINEHIGHEST_RENDER_STATE + 1], const struct wined3d_d3d_info *d3d_info) { union { struct wined3d_line_pattern lp; DWORD d; } lp; union { float f; DWORD d; } tmpfloat; rs[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE; rs[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID; rs[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD; lp.lp.repeat_factor = 0; lp.lp.line_pattern = 0; rs[WINED3D_RS_LINEPATTERN] = lp.d; rs[WINED3D_RS_ZWRITEENABLE] = TRUE; rs[WINED3D_RS_ALPHATESTENABLE] = FALSE; rs[WINED3D_RS_LASTPIXEL] = TRUE; rs[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE; rs[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO; rs[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK; rs[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL; rs[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS; rs[WINED3D_RS_ALPHAREF] = 0; rs[WINED3D_RS_DITHERENABLE] = FALSE; rs[WINED3D_RS_ALPHABLENDENABLE] = FALSE; rs[WINED3D_RS_FOGENABLE] = FALSE; rs[WINED3D_RS_SPECULARENABLE] = FALSE; rs[WINED3D_RS_ZVISIBLE] = 0; rs[WINED3D_RS_FOGCOLOR] = 0; rs[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE; tmpfloat.f = 0.0f; rs[WINED3D_RS_FOGSTART] = tmpfloat.d; tmpfloat.f = 1.0f; rs[WINED3D_RS_FOGEND] = tmpfloat.d; tmpfloat.f = 1.0f; rs[WINED3D_RS_FOGDENSITY] = tmpfloat.d; rs[WINED3D_RS_RANGEFOGENABLE] = FALSE; rs[WINED3D_RS_STENCILENABLE] = FALSE; rs[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_STENCILREF] = 0; rs[WINED3D_RS_STENCILMASK] = 0xffffffff; rs[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS; rs[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff; rs[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff; rs[WINED3D_RS_WRAP0] = 0; rs[WINED3D_RS_WRAP1] = 0; rs[WINED3D_RS_WRAP2] = 0; rs[WINED3D_RS_WRAP3] = 0; rs[WINED3D_RS_WRAP4] = 0; rs[WINED3D_RS_WRAP5] = 0; rs[WINED3D_RS_WRAP6] = 0; rs[WINED3D_RS_WRAP7] = 0; rs[WINED3D_RS_CLIPPING] = TRUE; rs[WINED3D_RS_LIGHTING] = TRUE; rs[WINED3D_RS_AMBIENT] = 0; rs[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE; rs[WINED3D_RS_COLORVERTEX] = TRUE; rs[WINED3D_RS_LOCALVIEWER] = TRUE; rs[WINED3D_RS_NORMALIZENORMALS] = FALSE; rs[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1; rs[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2; rs[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL; rs[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL; rs[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE; rs[WINED3D_RS_CLIPPLANEENABLE] = 0; rs[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE; tmpfloat.f = 1.0f; rs[WINED3D_RS_POINTSIZE] = tmpfloat.d; tmpfloat.f = 1.0f; rs[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d; rs[WINED3D_RS_POINTSPRITEENABLE] = FALSE; rs[WINED3D_RS_POINTSCALEENABLE] = FALSE; tmpfloat.f = 1.0f; rs[WINED3D_RS_POINTSCALE_A] = tmpfloat.d; tmpfloat.f = 0.0f; rs[WINED3D_RS_POINTSCALE_B] = tmpfloat.d; tmpfloat.f = 0.0f; rs[WINED3D_RS_POINTSCALE_C] = tmpfloat.d; rs[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE; rs[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff; rs[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE; tmpfloat.f = 1.0f; rs[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d; rs[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe; tmpfloat.f = d3d_info->limits.pointsize_max; rs[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d; rs[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE; rs[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f; tmpfloat.f = 0.0f; rs[WINED3D_RS_TWEENFACTOR] = tmpfloat.d; rs[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD; rs[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC; rs[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR; /* states new in d3d9 */ rs[WINED3D_RS_SCISSORTESTENABLE] = FALSE; rs[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0; tmpfloat.f = 1.0f; rs[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d; rs[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d; rs[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE; tmpfloat.f = 0.0f; rs[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d; rs[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d; tmpfloat.f = 1.0f; rs[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d; tmpfloat.f = 0.0f; rs[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d; rs[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE; rs[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE; rs[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; rs[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS; rs[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f; rs[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f; rs[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f; rs[WINED3D_RS_BLENDFACTOR] = 0xffffffff; rs[WINED3D_RS_SRGBWRITEENABLE] = 0; rs[WINED3D_RS_DEPTHBIAS] = 0; rs[WINED3D_RS_WRAP8] = 0; rs[WINED3D_RS_WRAP9] = 0; rs[WINED3D_RS_WRAP10] = 0; rs[WINED3D_RS_WRAP11] = 0; rs[WINED3D_RS_WRAP12] = 0; rs[WINED3D_RS_WRAP13] = 0; rs[WINED3D_RS_WRAP14] = 0; rs[WINED3D_RS_WRAP15] = 0; rs[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE; rs[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE; rs[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO; rs[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD; } static void init_default_texture_state(unsigned int i, DWORD stage[WINED3D_HIGHEST_TEXTURE_STATE + 1]) { stage[WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE; stage[WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE; stage[WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT; stage[WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1; stage[WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE; stage[WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT; stage[WINED3D_TSS_BUMPENV_MAT00] = 0; stage[WINED3D_TSS_BUMPENV_MAT01] = 0; stage[WINED3D_TSS_BUMPENV_MAT10] = 0; stage[WINED3D_TSS_BUMPENV_MAT11] = 0; stage[WINED3D_TSS_TEXCOORD_INDEX] = i; stage[WINED3D_TSS_BUMPENV_LSCALE] = 0; stage[WINED3D_TSS_BUMPENV_LOFFSET] = 0; stage[WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE; stage[WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT; stage[WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT; stage[WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT; } static void init_default_sampler_states(DWORD states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]) { unsigned int i; for (i = 0 ; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { TRACE("Setting up default samplers states for sampler %u.\n", i); states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP; states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP; states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP; states[i][WINED3D_SAMP_BORDER_COLOR] = 0; states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT; states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT; states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE; states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0; states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0; states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1; states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0; /* TODO: Indicates which element of a multielement texture to use. */ states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0; /* TODO: Vertex offset in the presampled displacement map. */ states[i][WINED3D_SAMP_DMAP_OFFSET] = 0; } } static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info) { unsigned int i; struct wined3d_matrix identity; TRACE("state %p, d3d_info %p.\n", state, d3d_info); get_identity_matrix(&identity); state->primitive_type = WINED3D_PT_UNDEFINED; state->patch_vertex_count = 0; /* Set some of the defaults for lights, transforms etc */ state->transforms[WINED3D_TS_PROJECTION] = identity; state->transforms[WINED3D_TS_VIEW] = identity; for (i = 0; i < 256; ++i) { state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity; } init_default_render_states(state->render_states, d3d_info); /* Texture Stage States - Put directly into state block, we will call function below */ for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { TRACE("Setting up default texture states for texture Stage %u.\n", i); state->transforms[WINED3D_TS_TEXTURE0 + i] = identity; init_default_texture_state(i, state->texture_states[i]); } init_default_sampler_states(state->sampler_states); state->blend_factor.r = 1.0f; state->blend_factor.g = 1.0f; state->blend_factor.b = 1.0f; state->blend_factor.a = 1.0f; for (i = 0; i < WINED3D_MAX_STREAMS; ++i) state->streams[i].frequency = 1; } void state_init(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info, DWORD flags) { unsigned int i; state->flags = flags; for (i = 0; i < LIGHTMAP_SIZE; i++) { list_init(&state->light_state.light_map[i]); } if (flags & WINED3D_STATE_INIT_DEFAULT) state_init_default(state, d3d_info); } static void stateblock_state_init_default(struct wined3d_stateblock_state *state, const struct wined3d_d3d_info *d3d_info) { struct wined3d_matrix identity; unsigned int i; get_identity_matrix(&identity); state->transforms[WINED3D_TS_PROJECTION] = identity; state->transforms[WINED3D_TS_VIEW] = identity; for (i = 0; i < 256; ++i) { state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity; } init_default_render_states(state->rs, d3d_info); for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { state->transforms[WINED3D_TS_TEXTURE0 + i] = identity; init_default_texture_state(i, state->texture_states[i]); } init_default_sampler_states(state->sampler_states); for (i = 0; i < WINED3D_MAX_STREAMS; ++i) state->streams[i].frequency = 1; } void wined3d_stateblock_state_init(struct wined3d_stateblock_state *state, const struct wined3d_device *device, DWORD flags) { unsigned int i; for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); i++) { list_init(&state->light_state->light_map[i]); } if (flags & WINED3D_STATE_INIT_DEFAULT) stateblock_state_init_default(state, &device->adapter->d3d_info); } static HRESULT stateblock_init(struct wined3d_stateblock *stateblock, const struct wined3d_stateblock *device_state, struct wined3d_device *device, enum wined3d_stateblock_type type) { const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; stateblock->ref = 1; stateblock->device = device; stateblock->stateblock_state.light_state = &stateblock->light_state; wined3d_stateblock_state_init(&stateblock->stateblock_state, device, type == WINED3D_SBT_PRIMARY ? WINED3D_STATE_INIT_DEFAULT : 0); stateblock->changed.store_stream_offset = 1; if (type == WINED3D_SBT_RECORDED || type == WINED3D_SBT_PRIMARY) return WINED3D_OK; TRACE("Updating changed flags appropriate for type %#x.\n", type); switch (type) { case WINED3D_SBT_ALL: stateblock_init_lights(stateblock->stateblock_state.light_state->light_map, device_state->stateblock_state.light_state->light_map); stateblock_savedstates_set_all(&stateblock->changed, d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count); break; case WINED3D_SBT_PIXEL_STATE: stateblock_savedstates_set_pixel(&stateblock->changed, d3d_info->limits.ps_uniform_count); break; case WINED3D_SBT_VERTEX_STATE: stateblock_init_lights(stateblock->stateblock_state.light_state->light_map, device_state->stateblock_state.light_state->light_map); stateblock_savedstates_set_vertex(&stateblock->changed, d3d_info->limits.vs_uniform_count); break; default: FIXME("Unrecognized state block type %#x.\n", type); break; } wined3d_stateblock_init_contained_states(stateblock); wined3d_stateblock_capture(stateblock, device_state); /* According to the tests, stream offset is not updated in the captured state if * the state was captured on state block creation. This is not the case for * state blocks initialized with BeginStateBlock / EndStateBlock, multiple * captures get stream offsets updated. */ stateblock->changed.store_stream_offset = 0; return WINED3D_OK; } HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device, const struct wined3d_stateblock *device_state, enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock) { struct wined3d_stateblock *object; HRESULT hr; TRACE("device %p, device_state %p, type %#x, stateblock %p.\n", device, device_state, type, stateblock); if (!(object = heap_alloc_zero(sizeof(*object)))) return E_OUTOFMEMORY; hr = stateblock_init(object, device_state, device, type); if (FAILED(hr)) { WARN("Failed to initialize stateblock, hr %#x.\n", hr); heap_free(object); return hr; } TRACE("Created stateblock %p.\n", object); *stateblock = object; return WINED3D_OK; } void CDECL wined3d_stateblock_reset(struct wined3d_stateblock *stateblock) { TRACE("stateblock %p.\n", stateblock); wined3d_stateblock_state_cleanup(&stateblock->stateblock_state); memset(&stateblock->stateblock_state, 0, sizeof(stateblock->stateblock_state)); stateblock->stateblock_state.light_state = &stateblock->light_state; wined3d_stateblock_state_init(&stateblock->stateblock_state, stateblock->device, WINED3D_STATE_INIT_DEFAULT); }