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ReactOS Development > Doxygenstateblock.c
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00001 /* 00002 * state block implementation 00003 * 00004 * Copyright 2002 Raphael Junqueira 00005 * Copyright 2004 Jason Edmeades 00006 * Copyright 2005 Oliver Stieber 00007 * Copyright 2007 Stefan Dösinger for CodeWeavers 00008 * Copyright 2009 Henri Verbeet for CodeWeavers 00009 * 00010 * This library is free software; you can redistribute it and/or 00011 * modify it under the terms of the GNU Lesser General Public 00012 * License as published by the Free Software Foundation; either 00013 * version 2.1 of the License, or (at your option) any later version. 00014 * 00015 * This library is distributed in the hope that it will be useful, 00016 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00017 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00018 * Lesser General Public License for more details. 00019 * 00020 * You should have received a copy of the GNU Lesser General Public 00021 * License along with this library; if not, write to the Free Software 00022 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 00023 */ 00024 00025 #include "config.h" 00026 #include "wined3d_private.h" 00027 00028 WINE_DEFAULT_DEBUG_CHANNEL(d3d); 00029 00030 static const DWORD pixel_states_render[] = 00031 { 00032 WINED3D_RS_ALPHABLENDENABLE, 00033 WINED3D_RS_ALPHAFUNC, 00034 WINED3D_RS_ALPHAREF, 00035 WINED3D_RS_ALPHATESTENABLE, 00036 WINED3D_RS_ANTIALIASEDLINEENABLE, 00037 WINED3D_RS_BLENDFACTOR, 00038 WINED3D_RS_BLENDOP, 00039 WINED3D_RS_BLENDOPALPHA, 00040 WINED3D_RS_CCW_STENCILFAIL, 00041 WINED3D_RS_CCW_STENCILPASS, 00042 WINED3D_RS_CCW_STENCILZFAIL, 00043 WINED3D_RS_COLORWRITEENABLE, 00044 WINED3D_RS_COLORWRITEENABLE1, 00045 WINED3D_RS_COLORWRITEENABLE2, 00046 WINED3D_RS_COLORWRITEENABLE3, 00047 WINED3D_RS_DEPTHBIAS, 00048 WINED3D_RS_DESTBLEND, 00049 WINED3D_RS_DESTBLENDALPHA, 00050 WINED3D_RS_DITHERENABLE, 00051 WINED3D_RS_FILLMODE, 00052 WINED3D_RS_FOGDENSITY, 00053 WINED3D_RS_FOGEND, 00054 WINED3D_RS_FOGSTART, 00055 WINED3D_RS_LASTPIXEL, 00056 WINED3D_RS_SCISSORTESTENABLE, 00057 WINED3D_RS_SEPARATEALPHABLENDENABLE, 00058 WINED3D_RS_SHADEMODE, 00059 WINED3D_RS_SLOPESCALEDEPTHBIAS, 00060 WINED3D_RS_SRCBLEND, 00061 WINED3D_RS_SRCBLENDALPHA, 00062 WINED3D_RS_SRGBWRITEENABLE, 00063 WINED3D_RS_STENCILENABLE, 00064 WINED3D_RS_STENCILFAIL, 00065 WINED3D_RS_STENCILFUNC, 00066 WINED3D_RS_STENCILMASK, 00067 WINED3D_RS_STENCILPASS, 00068 WINED3D_RS_STENCILREF, 00069 WINED3D_RS_STENCILWRITEMASK, 00070 WINED3D_RS_STENCILZFAIL, 00071 WINED3D_RS_TEXTUREFACTOR, 00072 WINED3D_RS_TWOSIDEDSTENCILMODE, 00073 WINED3D_RS_WRAP0, 00074 WINED3D_RS_WRAP1, 00075 WINED3D_RS_WRAP10, 00076 WINED3D_RS_WRAP11, 00077 WINED3D_RS_WRAP12, 00078 WINED3D_RS_WRAP13, 00079 WINED3D_RS_WRAP14, 00080 WINED3D_RS_WRAP15, 00081 WINED3D_RS_WRAP2, 00082 WINED3D_RS_WRAP3, 00083 WINED3D_RS_WRAP4, 00084 WINED3D_RS_WRAP5, 00085 WINED3D_RS_WRAP6, 00086 WINED3D_RS_WRAP7, 00087 WINED3D_RS_WRAP8, 00088 WINED3D_RS_WRAP9, 00089 WINED3D_RS_ZENABLE, 00090 WINED3D_RS_ZFUNC, 00091 WINED3D_RS_ZWRITEENABLE, 00092 }; 00093 00094 static const DWORD pixel_states_texture[] = 00095 { 00096 WINED3D_TSS_ALPHA_ARG0, 00097 WINED3D_TSS_ALPHA_ARG1, 00098 WINED3D_TSS_ALPHA_ARG2, 00099 WINED3D_TSS_ALPHA_OP, 00100 WINED3D_TSS_BUMPENV_LOFFSET, 00101 WINED3D_TSS_BUMPENV_LSCALE, 00102 WINED3D_TSS_BUMPENV_MAT00, 00103 WINED3D_TSS_BUMPENV_MAT01, 00104 WINED3D_TSS_BUMPENV_MAT10, 00105 WINED3D_TSS_BUMPENV_MAT11, 00106 WINED3D_TSS_COLOR_ARG0, 00107 WINED3D_TSS_COLOR_ARG1, 00108 WINED3D_TSS_COLOR_ARG2, 00109 WINED3D_TSS_COLOR_OP, 00110 WINED3D_TSS_RESULT_ARG, 00111 WINED3D_TSS_TEXCOORD_INDEX, 00112 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS, 00113 }; 00114 00115 static const DWORD pixel_states_sampler[] = 00116 { 00117 WINED3D_SAMP_ADDRESS_U, 00118 WINED3D_SAMP_ADDRESS_V, 00119 WINED3D_SAMP_ADDRESS_W, 00120 WINED3D_SAMP_BORDER_COLOR, 00121 WINED3D_SAMP_MAG_FILTER, 00122 WINED3D_SAMP_MIN_FILTER, 00123 WINED3D_SAMP_MIP_FILTER, 00124 WINED3D_SAMP_MIPMAP_LOD_BIAS, 00125 WINED3D_SAMP_MAX_MIP_LEVEL, 00126 WINED3D_SAMP_MAX_ANISOTROPY, 00127 WINED3D_SAMP_SRGB_TEXTURE, 00128 WINED3D_SAMP_ELEMENT_INDEX, 00129 }; 00130 00131 static const DWORD vertex_states_render[] = 00132 { 00133 WINED3D_RS_ADAPTIVETESS_W, 00134 WINED3D_RS_ADAPTIVETESS_X, 00135 WINED3D_RS_ADAPTIVETESS_Y, 00136 WINED3D_RS_ADAPTIVETESS_Z, 00137 WINED3D_RS_AMBIENT, 00138 WINED3D_RS_AMBIENTMATERIALSOURCE, 00139 WINED3D_RS_CLIPPING, 00140 WINED3D_RS_CLIPPLANEENABLE, 00141 WINED3D_RS_COLORVERTEX, 00142 WINED3D_RS_CULLMODE, 00143 WINED3D_RS_DIFFUSEMATERIALSOURCE, 00144 WINED3D_RS_EMISSIVEMATERIALSOURCE, 00145 WINED3D_RS_ENABLEADAPTIVETESSELLATION, 00146 WINED3D_RS_FOGCOLOR, 00147 WINED3D_RS_FOGDENSITY, 00148 WINED3D_RS_FOGENABLE, 00149 WINED3D_RS_FOGEND, 00150 WINED3D_RS_FOGSTART, 00151 WINED3D_RS_FOGTABLEMODE, 00152 WINED3D_RS_FOGVERTEXMODE, 00153 WINED3D_RS_INDEXEDVERTEXBLENDENABLE, 00154 WINED3D_RS_LIGHTING, 00155 WINED3D_RS_LOCALVIEWER, 00156 WINED3D_RS_MAXTESSELLATIONLEVEL, 00157 WINED3D_RS_MINTESSELLATIONLEVEL, 00158 WINED3D_RS_MULTISAMPLEANTIALIAS, 00159 WINED3D_RS_MULTISAMPLEMASK, 00160 WINED3D_RS_NORMALDEGREE, 00161 WINED3D_RS_NORMALIZENORMALS, 00162 WINED3D_RS_PATCHEDGESTYLE, 00163 WINED3D_RS_POINTSCALE_A, 00164 WINED3D_RS_POINTSCALE_B, 00165 WINED3D_RS_POINTSCALE_C, 00166 WINED3D_RS_POINTSCALEENABLE, 00167 WINED3D_RS_POINTSIZE, 00168 WINED3D_RS_POINTSIZE_MAX, 00169 WINED3D_RS_POINTSIZE_MIN, 00170 WINED3D_RS_POINTSPRITEENABLE, 00171 WINED3D_RS_POSITIONDEGREE, 00172 WINED3D_RS_RANGEFOGENABLE, 00173 WINED3D_RS_SHADEMODE, 00174 WINED3D_RS_SPECULARENABLE, 00175 WINED3D_RS_SPECULARMATERIALSOURCE, 00176 WINED3D_RS_TWEENFACTOR, 00177 WINED3D_RS_VERTEXBLEND, 00178 }; 00179 00180 static const DWORD vertex_states_texture[] = 00181 { 00182 WINED3D_TSS_TEXCOORD_INDEX, 00183 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS, 00184 }; 00185 00186 static const DWORD vertex_states_sampler[] = 00187 { 00188 WINED3D_SAMP_DMAP_OFFSET, 00189 }; 00190 00191 /* Allocates the correct amount of space for pixel and vertex shader constants, 00192 * along with their set/changed flags on the given stateblock object 00193 */ 00194 static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object) 00195 { 00196 struct wined3d_device *device = object->device; 00197 00198 /* Allocate space for floating point constants */ 00199 object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 00200 sizeof(float) * device->d3d_pshader_constantF * 4); 00201 if (!object->state.ps_consts_f) goto fail; 00202 00203 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 00204 sizeof(BOOL) * device->d3d_pshader_constantF); 00205 if (!object->changed.pixelShaderConstantsF) goto fail; 00206 00207 object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 00208 sizeof(float) * device->d3d_vshader_constantF * 4); 00209 if (!object->state.vs_consts_f) goto fail; 00210 00211 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 00212 sizeof(BOOL) * device->d3d_vshader_constantF); 00213 if (!object->changed.vertexShaderConstantsF) goto fail; 00214 00215 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, 00216 sizeof(DWORD) * device->d3d_vshader_constantF); 00217 if (!object->contained_vs_consts_f) goto fail; 00218 00219 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, 00220 sizeof(DWORD) * device->d3d_pshader_constantF); 00221 if (!object->contained_ps_consts_f) goto fail; 00222 00223 return WINED3D_OK; 00224 00225 fail: 00226 ERR("Failed to allocate memory\n"); 00227 HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f); 00228 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF); 00229 HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f); 00230 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF); 00231 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f); 00232 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f); 00233 return E_OUTOFMEMORY; 00234 } 00235 00236 static inline void stateblock_set_bits(DWORD *map, UINT map_size) 00237 { 00238 DWORD mask = (1 << (map_size & 0x1f)) - 1; 00239 memset(map, 0xff, (map_size >> 5) * sizeof(*map)); 00240 if (mask) map[map_size >> 5] = mask; 00241 } 00242 00243 /* Set all members of a stateblock savedstate to the given value */ 00244 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts) 00245 { 00246 unsigned int i; 00247 00248 /* Single values */ 00249 states->primitive_type = 1; 00250 states->indices = 1; 00251 states->material = 1; 00252 states->viewport = 1; 00253 states->vertexDecl = 1; 00254 states->pixelShader = 1; 00255 states->vertexShader = 1; 00256 states->scissorRect = 1; 00257 00258 /* Fixed size arrays */ 00259 states->streamSource = 0xffff; 00260 states->streamFreq = 0xffff; 00261 states->textures = 0xfffff; 00262 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1); 00263 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1); 00264 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff; 00265 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe; 00266 states->clipplane = 0xffffffff; 00267 states->pixelShaderConstantsB = 0xffff; 00268 states->pixelShaderConstantsI = 0xffff; 00269 states->vertexShaderConstantsB = 0xffff; 00270 states->vertexShaderConstantsI = 0xffff; 00271 00272 /* Dynamically sized arrays */ 00273 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts); 00274 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts); 00275 } 00276 00277 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants) 00278 { 00279 DWORD texture_mask = 0; 00280 WORD sampler_mask = 0; 00281 unsigned int i; 00282 00283 states->pixelShader = 1; 00284 00285 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i) 00286 { 00287 DWORD rs = pixel_states_render[i]; 00288 states->renderState[rs >> 5] |= 1 << (rs & 0x1f); 00289 } 00290 00291 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i) 00292 texture_mask |= 1 << pixel_states_texture[i]; 00293 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; 00294 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i) 00295 sampler_mask |= 1 << pixel_states_sampler[i]; 00296 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; 00297 states->pixelShaderConstantsB = 0xffff; 00298 states->pixelShaderConstantsI = 0xffff; 00299 00300 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants); 00301 } 00302 00303 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants) 00304 { 00305 DWORD texture_mask = 0; 00306 WORD sampler_mask = 0; 00307 unsigned int i; 00308 00309 states->vertexDecl = 1; 00310 states->vertexShader = 1; 00311 00312 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i) 00313 { 00314 DWORD rs = vertex_states_render[i]; 00315 states->renderState[rs >> 5] |= 1 << (rs & 0x1f); 00316 } 00317 00318 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i) 00319 texture_mask |= 1 << vertex_states_texture[i]; 00320 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; 00321 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i) 00322 sampler_mask |= 1 << vertex_states_sampler[i]; 00323 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; 00324 states->vertexShaderConstantsB = 0xffff; 00325 states->vertexShaderConstantsI = 0xffff; 00326 00327 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants); 00328 } 00329 00330 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) 00331 { 00332 struct wined3d_device *device = stateblock->device; 00333 unsigned int i, j; 00334 00335 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i) 00336 { 00337 DWORD map = stateblock->changed.renderState[i]; 00338 for (j = 0; map; map >>= 1, ++j) 00339 { 00340 if (!(map & 1)) continue; 00341 00342 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j; 00343 ++stateblock->num_contained_render_states; 00344 } 00345 } 00346 00347 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i) 00348 { 00349 DWORD map = stateblock->changed.transform[i]; 00350 for (j = 0; map; map >>= 1, ++j) 00351 { 00352 if (!(map & 1)) continue; 00353 00354 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j; 00355 ++stateblock->num_contained_transform_states; 00356 } 00357 } 00358 00359 for (i = 0; i < device->d3d_vshader_constantF; ++i) 00360 { 00361 if (stateblock->changed.vertexShaderConstantsF[i]) 00362 { 00363 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i; 00364 ++stateblock->num_contained_vs_consts_f; 00365 } 00366 } 00367 00368 for (i = 0; i < MAX_CONST_I; ++i) 00369 { 00370 if (stateblock->changed.vertexShaderConstantsI & (1 << i)) 00371 { 00372 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i; 00373 ++stateblock->num_contained_vs_consts_i; 00374 } 00375 } 00376 00377 for (i = 0; i < MAX_CONST_B; ++i) 00378 { 00379 if (stateblock->changed.vertexShaderConstantsB & (1 << i)) 00380 { 00381 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i; 00382 ++stateblock->num_contained_vs_consts_b; 00383 } 00384 } 00385 00386 for (i = 0; i < device->d3d_pshader_constantF; ++i) 00387 { 00388 if (stateblock->changed.pixelShaderConstantsF[i]) 00389 { 00390 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i; 00391 ++stateblock->num_contained_ps_consts_f; 00392 } 00393 } 00394 00395 for (i = 0; i < MAX_CONST_I; ++i) 00396 { 00397 if (stateblock->changed.pixelShaderConstantsI & (1 << i)) 00398 { 00399 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i; 00400 ++stateblock->num_contained_ps_consts_i; 00401 } 00402 } 00403 00404 for (i = 0; i < MAX_CONST_B; ++i) 00405 { 00406 if (stateblock->changed.pixelShaderConstantsB & (1 << i)) 00407 { 00408 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i; 00409 ++stateblock->num_contained_ps_consts_b; 00410 } 00411 } 00412 00413 for (i = 0; i < MAX_TEXTURES; ++i) 00414 { 00415 DWORD map = stateblock->changed.textureState[i]; 00416 00417 for(j = 0; map; map >>= 1, ++j) 00418 { 00419 if (!(map & 1)) continue; 00420 00421 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i; 00422 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j; 00423 ++stateblock->num_contained_tss_states; 00424 } 00425 } 00426 00427 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) 00428 { 00429 DWORD map = stateblock->changed.samplerState[i]; 00430 00431 for (j = 0; map; map >>= 1, ++j) 00432 { 00433 if (!(map & 1)) continue; 00434 00435 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i; 00436 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j; 00437 ++stateblock->num_contained_sampler_states; 00438 } 00439 } 00440 } 00441 00442 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map) 00443 { 00444 unsigned int i; 00445 00446 for (i = 0; i < LIGHTMAP_SIZE; ++i) 00447 { 00448 const struct wined3d_light_info *src_light; 00449 00450 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry) 00451 { 00452 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light)); 00453 00454 *dst_light = *src_light; 00455 list_add_tail(&stateblock->state.light_map[i], &dst_light->entry); 00456 } 00457 } 00458 } 00459 00460 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock) 00461 { 00462 ULONG refcount = InterlockedIncrement(&stateblock->ref); 00463 00464 TRACE("%p increasing refcount to %u.\n", stateblock, refcount); 00465 00466 return refcount; 00467 } 00468 00469 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) 00470 { 00471 struct wined3d_state *state = &stateblock->state; 00472 struct wined3d_vertex_declaration *decl; 00473 struct wined3d_texture *texture; 00474 struct wined3d_buffer *buffer; 00475 struct wined3d_shader *shader; 00476 unsigned int i; 00477 00478 if ((decl = state->vertex_declaration)) 00479 { 00480 state->vertex_declaration = NULL; 00481 wined3d_vertex_declaration_decref(decl); 00482 } 00483 00484 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) 00485 { 00486 if ((texture = state->textures[i])) 00487 { 00488 state->textures[i] = NULL; 00489 wined3d_texture_decref(texture); 00490 } 00491 } 00492 00493 for (i = 0; i < MAX_STREAMS; ++i) 00494 { 00495 if ((buffer = state->streams[i].buffer)) 00496 { 00497 state->streams[i].buffer = NULL; 00498 wined3d_buffer_decref(buffer); 00499 } 00500 } 00501 00502 if ((buffer = state->index_buffer)) 00503 { 00504 state->index_buffer = NULL; 00505 wined3d_buffer_decref(buffer); 00506 } 00507 00508 if ((shader = state->vertex_shader)) 00509 { 00510 state->vertex_shader = NULL; 00511 wined3d_shader_decref(shader); 00512 } 00513 00514 if ((shader = state->pixel_shader)) 00515 { 00516 state->pixel_shader = NULL; 00517 wined3d_shader_decref(shader); 00518 } 00519 } 00520 00521 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock) 00522 { 00523 ULONG refcount = InterlockedDecrement(&stateblock->ref); 00524 00525 TRACE("%p decreasing refcount to %u\n", stateblock, refcount); 00526 00527 if (!refcount) 00528 { 00529 int counter; 00530 00531 stateblock_unbind_resources(stateblock); 00532 00533 for (counter = 0; counter < LIGHTMAP_SIZE; ++counter) 00534 { 00535 struct list *e1, *e2; 00536 LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter]) 00537 { 00538 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry); 00539 list_remove(&light->entry); 00540 HeapFree(GetProcessHeap(), 0, light); 00541 } 00542 } 00543 00544 HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f); 00545 HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF); 00546 HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f); 00547 HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF); 00548 HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f); 00549 HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f); 00550 HeapFree(GetProcessHeap(), 0, stateblock); 00551 } 00552 00553 return refcount; 00554 } 00555 00556 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state) 00557 { 00558 UINT i; 00559 00560 /* Lights... For a recorded state block, we just had a chain of actions 00561 * to perform, so we need to walk that chain and update any actions which 00562 * differ. */ 00563 for (i = 0; i < LIGHTMAP_SIZE; ++i) 00564 { 00565 struct list *e, *f; 00566 LIST_FOR_EACH(e, &dst_state->light_map[i]) 00567 { 00568 BOOL updated = FALSE; 00569 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight; 00570 00571 /* Look up the light in the destination */ 00572 LIST_FOR_EACH(f, &src_state->light_map[i]) 00573 { 00574 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry); 00575 if (realLight->OriginalIndex == src->OriginalIndex) 00576 { 00577 src->OriginalParms = realLight->OriginalParms; 00578 00579 if (realLight->glIndex == -1 && src->glIndex != -1) 00580 { 00581 /* Light disabled */ 00582 dst_state->lights[src->glIndex] = NULL; 00583 } 00584 else if (realLight->glIndex != -1 && src->glIndex == -1) 00585 { 00586 /* Light enabled */ 00587 dst_state->lights[realLight->glIndex] = src; 00588 } 00589 src->glIndex = realLight->glIndex; 00590 updated = TRUE; 00591 break; 00592 } 00593 } 00594 00595 if (!updated) 00596 { 00597 /* This can happen if the light was originally created as a 00598 * default light for SetLightEnable() while recording. */ 00599 WARN("Light %u in dst_state %p does not exist in src_state %p.\n", 00600 src->OriginalIndex, dst_state, src_state); 00601 00602 src->OriginalParms = WINED3D_default_light; 00603 if (src->glIndex != -1) 00604 { 00605 dst_state->lights[src->glIndex] = NULL; 00606 src->glIndex = -1; 00607 } 00608 } 00609 } 00610 } 00611 } 00612 00613 HRESULT CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock) 00614 { 00615 const struct wined3d_state *src_state = &stateblock->device->stateBlock->state; 00616 unsigned int i; 00617 DWORD map; 00618 00619 TRACE("stateblock %p.\n", stateblock); 00620 00621 TRACE("Capturing state %p.\n", src_state); 00622 00623 if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader) 00624 { 00625 TRACE("Updating vertex shader from %p to %p\n", 00626 stateblock->state.vertex_shader, src_state->vertex_shader); 00627 00628 if (src_state->vertex_shader) 00629 wined3d_shader_incref(src_state->vertex_shader); 00630 if (stateblock->state.vertex_shader) 00631 wined3d_shader_decref(stateblock->state.vertex_shader); 00632 stateblock->state.vertex_shader = src_state->vertex_shader; 00633 } 00634 00635 /* Vertex shader float constants. */ 00636 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) 00637 { 00638 unsigned int idx = stateblock->contained_vs_consts_f[i]; 00639 00640 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx, 00641 src_state->vs_consts_f[idx * 4 + 0], 00642 src_state->vs_consts_f[idx * 4 + 1], 00643 src_state->vs_consts_f[idx * 4 + 2], 00644 src_state->vs_consts_f[idx * 4 + 3]); 00645 00646 stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0]; 00647 stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1]; 00648 stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2]; 00649 stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3]; 00650 } 00651 00652 /* Vertex shader integer constants. */ 00653 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) 00654 { 00655 unsigned int idx = stateblock->contained_vs_consts_i[i]; 00656 00657 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx, 00658 src_state->vs_consts_i[idx * 4 + 0], 00659 src_state->vs_consts_i[idx * 4 + 1], 00660 src_state->vs_consts_i[idx * 4 + 2], 00661 src_state->vs_consts_i[idx * 4 + 3]); 00662 00663 stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0]; 00664 stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1]; 00665 stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2]; 00666 stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3]; 00667 } 00668 00669 /* Vertex shader boolean constants. */ 00670 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) 00671 { 00672 unsigned int idx = stateblock->contained_vs_consts_b[i]; 00673 00674 TRACE("Setting vs_consts_b[%u] to %s.\n", 00675 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE"); 00676 00677 stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx]; 00678 } 00679 00680 /* Pixel shader float constants. */ 00681 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) 00682 { 00683 unsigned int idx = stateblock->contained_ps_consts_f[i]; 00684 00685 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx, 00686 src_state->ps_consts_f[idx * 4 + 0], 00687 src_state->ps_consts_f[idx * 4 + 1], 00688 src_state->ps_consts_f[idx * 4 + 2], 00689 src_state->ps_consts_f[idx * 4 + 3]); 00690 00691 stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0]; 00692 stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1]; 00693 stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2]; 00694 stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3]; 00695 } 00696 00697 /* Pixel shader integer constants. */ 00698 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) 00699 { 00700 unsigned int idx = stateblock->contained_ps_consts_i[i]; 00701 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx, 00702 src_state->ps_consts_i[idx * 4 + 0], 00703 src_state->ps_consts_i[idx * 4 + 1], 00704 src_state->ps_consts_i[idx * 4 + 2], 00705 src_state->ps_consts_i[idx * 4 + 3]); 00706 00707 stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0]; 00708 stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1]; 00709 stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2]; 00710 stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3]; 00711 } 00712 00713 /* Pixel shader boolean constants. */ 00714 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) 00715 { 00716 unsigned int idx = stateblock->contained_ps_consts_b[i]; 00717 TRACE("Setting ps_consts_b[%u] to %s.\n", 00718 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE"); 00719 00720 stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx]; 00721 } 00722 00723 /* Others + Render & Texture */ 00724 for (i = 0; i < stateblock->num_contained_transform_states; ++i) 00725 { 00726 enum wined3d_transform_state transform = stateblock->contained_transform_states[i]; 00727 00728 TRACE("Updating transform %#x.\n", transform); 00729 00730 stateblock->state.transforms[transform] = src_state->transforms[transform]; 00731 } 00732 00733 if (stateblock->changed.primitive_type) 00734 stateblock->state.gl_primitive_type = src_state->gl_primitive_type; 00735 00736 if (stateblock->changed.indices 00737 && ((stateblock->state.index_buffer != src_state->index_buffer) 00738 || (stateblock->state.base_vertex_index != src_state->base_vertex_index) 00739 || (stateblock->state.index_format != src_state->index_format))) 00740 { 00741 TRACE("Updating index buffer to %p, base vertex index to %d.\n", 00742 src_state->index_buffer, src_state->base_vertex_index); 00743 00744 if (src_state->index_buffer) 00745 wined3d_buffer_incref(src_state->index_buffer); 00746 if (stateblock->state.index_buffer) 00747 wined3d_buffer_decref(stateblock->state.index_buffer); 00748 stateblock->state.index_buffer = src_state->index_buffer; 00749 stateblock->state.base_vertex_index = src_state->base_vertex_index; 00750 stateblock->state.index_format = src_state->index_format; 00751 } 00752 00753 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration) 00754 { 00755 TRACE("Updating vertex declaration from %p to %p.\n", 00756 stateblock->state.vertex_declaration, src_state->vertex_declaration); 00757 00758 if (src_state->vertex_declaration) 00759 wined3d_vertex_declaration_incref(src_state->vertex_declaration); 00760 if (stateblock->state.vertex_declaration) 00761 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration); 00762 stateblock->state.vertex_declaration = src_state->vertex_declaration; 00763 } 00764 00765 if (stateblock->changed.material 00766 && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material))) 00767 { 00768 TRACE("Updating material.\n"); 00769 00770 stateblock->state.material = src_state->material; 00771 } 00772 00773 if (stateblock->changed.viewport 00774 && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport))) 00775 { 00776 TRACE("Updating viewport.\n"); 00777 00778 stateblock->state.viewport = src_state->viewport; 00779 } 00780 00781 if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect, 00782 &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect))) 00783 { 00784 TRACE("Updating scissor rect.\n"); 00785 00786 stateblock->state.scissor_rect = src_state->scissor_rect; 00787 } 00788 00789 map = stateblock->changed.streamSource; 00790 for (i = 0; map; map >>= 1, ++i) 00791 { 00792 if (!(map & 1)) continue; 00793 00794 if (stateblock->state.streams[i].stride != src_state->streams[i].stride 00795 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer) 00796 { 00797 TRACE("Updating stream source %u to %p, stride to %u.\n", 00798 i, src_state->streams[i].buffer, 00799 src_state->streams[i].stride); 00800 00801 stateblock->state.streams[i].stride = src_state->streams[i].stride; 00802 if (src_state->streams[i].buffer) 00803 wined3d_buffer_incref(src_state->streams[i].buffer); 00804 if (stateblock->state.streams[i].buffer) 00805 wined3d_buffer_decref(stateblock->state.streams[i].buffer); 00806 stateblock->state.streams[i].buffer = src_state->streams[i].buffer; 00807 } 00808 } 00809 00810 map = stateblock->changed.streamFreq; 00811 for (i = 0; map; map >>= 1, ++i) 00812 { 00813 if (!(map & 1)) continue; 00814 00815 if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency 00816 || stateblock->state.streams[i].flags != src_state->streams[i].flags) 00817 { 00818 TRACE("Updating stream frequency %u to %u flags to %#x.\n", 00819 i, src_state->streams[i].frequency, src_state->streams[i].flags); 00820 00821 stateblock->state.streams[i].frequency = src_state->streams[i].frequency; 00822 stateblock->state.streams[i].flags = src_state->streams[i].flags; 00823 } 00824 } 00825 00826 map = stateblock->changed.clipplane; 00827 for (i = 0; map; map >>= 1, ++i) 00828 { 00829 if (!(map & 1)) continue; 00830 00831 if (memcmp(src_state->clip_planes[i], stateblock->state.clip_planes[i], sizeof(*stateblock->state.clip_planes))) 00832 { 00833 TRACE("Updating clipplane %u.\n", i); 00834 memcpy(stateblock->state.clip_planes[i], src_state->clip_planes[i], sizeof(*stateblock->state.clip_planes)); 00835 } 00836 } 00837 00838 /* Render */ 00839 for (i = 0; i < stateblock->num_contained_render_states; ++i) 00840 { 00841 enum wined3d_render_state rs = stateblock->contained_render_states[i]; 00842 00843 TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]); 00844 00845 stateblock->state.render_states[rs] = src_state->render_states[rs]; 00846 } 00847 00848 /* Texture states */ 00849 for (i = 0; i < stateblock->num_contained_tss_states; ++i) 00850 { 00851 DWORD stage = stateblock->contained_tss_states[i].stage; 00852 DWORD state = stateblock->contained_tss_states[i].state; 00853 00854 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state, 00855 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]); 00856 00857 stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state]; 00858 } 00859 00860 /* Samplers */ 00861 map = stateblock->changed.textures; 00862 for (i = 0; map; map >>= 1, ++i) 00863 { 00864 if (!(map & 1)) continue; 00865 00866 TRACE("Updating texture %u to %p (was %p).\n", 00867 i, src_state->textures[i], stateblock->state.textures[i]); 00868 00869 if (src_state->textures[i]) 00870 wined3d_texture_incref(src_state->textures[i]); 00871 if (stateblock->state.textures[i]) 00872 wined3d_texture_decref(stateblock->state.textures[i]); 00873 stateblock->state.textures[i] = src_state->textures[i]; 00874 } 00875 00876 for (i = 0; i < stateblock->num_contained_sampler_states; ++i) 00877 { 00878 DWORD stage = stateblock->contained_sampler_states[i].stage; 00879 DWORD state = stateblock->contained_sampler_states[i].state; 00880 00881 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state, 00882 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]); 00883 00884 stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state]; 00885 } 00886 00887 if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader) 00888 { 00889 if (src_state->pixel_shader) 00890 wined3d_shader_incref(src_state->pixel_shader); 00891 if (stateblock->state.pixel_shader) 00892 wined3d_shader_decref(stateblock->state.pixel_shader); 00893 stateblock->state.pixel_shader = src_state->pixel_shader; 00894 } 00895 00896 wined3d_state_record_lights(&stateblock->state, src_state); 00897 00898 TRACE("Capture done.\n"); 00899 00900 return WINED3D_OK; 00901 } 00902 00903 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state) 00904 { 00905 UINT i; 00906 00907 for (i = 0; i < LIGHTMAP_SIZE; ++i) 00908 { 00909 struct list *e; 00910 00911 LIST_FOR_EACH(e, &state->light_map[i]) 00912 { 00913 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry); 00914 00915 wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms); 00916 wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1); 00917 } 00918 } 00919 } 00920 00921 HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) 00922 { 00923 struct wined3d_device *device = stateblock->device; 00924 unsigned int i; 00925 DWORD map; 00926 00927 TRACE("Applying stateblock %p of type %#x to device %p.\n", 00928 stateblock, stateblock->blockType, device); 00929 00930 if (stateblock->changed.vertexShader) 00931 wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader); 00932 00933 /* Vertex Shader Constants. */ 00934 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) 00935 { 00936 wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i], 00937 stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1); 00938 } 00939 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) 00940 { 00941 wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i], 00942 stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1); 00943 } 00944 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) 00945 { 00946 wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i], 00947 stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1); 00948 } 00949 00950 apply_lights(device, &stateblock->state); 00951 00952 if (stateblock->changed.pixelShader) 00953 wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader); 00954 00955 /* Pixel Shader Constants. */ 00956 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) 00957 { 00958 wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i], 00959 stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1); 00960 } 00961 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) 00962 { 00963 wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i], 00964 stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1); 00965 } 00966 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) 00967 { 00968 wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i], 00969 stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1); 00970 } 00971 00972 /* Render states. */ 00973 for (i = 0; i < stateblock->num_contained_render_states; ++i) 00974 { 00975 wined3d_device_set_render_state(device, stateblock->contained_render_states[i], 00976 stateblock->state.render_states[stateblock->contained_render_states[i]]); 00977 } 00978 00979 /* Texture states. */ 00980 for (i = 0; i < stateblock->num_contained_tss_states; ++i) 00981 { 00982 DWORD stage = stateblock->contained_tss_states[i].stage; 00983 DWORD state = stateblock->contained_tss_states[i].state; 00984 00985 wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]); 00986 } 00987 00988 /* Sampler states. */ 00989 for (i = 0; i < stateblock->num_contained_sampler_states; ++i) 00990 { 00991 DWORD stage = stateblock->contained_sampler_states[i].stage; 00992 DWORD state = stateblock->contained_sampler_states[i].state; 00993 DWORD value = stateblock->state.sampler_states[stage][state]; 00994 00995 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS; 00996 wined3d_device_set_sampler_state(device, stage, state, value); 00997 } 00998 00999 /* Transform states. */ 01000 for (i = 0; i < stateblock->num_contained_transform_states; ++i) 01001 { 01002 wined3d_device_set_transform(device, stateblock->contained_transform_states[i], 01003 &stateblock->state.transforms[stateblock->contained_transform_states[i]]); 01004 } 01005 01006 if (stateblock->changed.primitive_type) 01007 { 01008 stateblock->device->updateStateBlock->changed.primitive_type = TRUE; 01009 stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type; 01010 } 01011 01012 if (stateblock->changed.indices) 01013 { 01014 wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format); 01015 wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index); 01016 } 01017 01018 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration) 01019 wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration); 01020 01021 if (stateblock->changed.material) 01022 wined3d_device_set_material(device, &stateblock->state.material); 01023 01024 if (stateblock->changed.viewport) 01025 wined3d_device_set_viewport(device, &stateblock->state.viewport); 01026 01027 if (stateblock->changed.scissorRect) 01028 wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect); 01029 01030 map = stateblock->changed.streamSource; 01031 for (i = 0; map; map >>= 1, ++i) 01032 { 01033 if (map & 1) 01034 wined3d_device_set_stream_source(device, i, 01035 stateblock->state.streams[i].buffer, 01036 0, stateblock->state.streams[i].stride); 01037 } 01038 01039 map = stateblock->changed.streamFreq; 01040 for (i = 0; map; map >>= 1, ++i) 01041 { 01042 if (map & 1) 01043 wined3d_device_set_stream_source_freq(device, i, 01044 stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags); 01045 } 01046 01047 map = stateblock->changed.textures; 01048 for (i = 0; map; map >>= 1, ++i) 01049 { 01050 DWORD stage; 01051 01052 if (!(map & 1)) continue; 01053 01054 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS; 01055 wined3d_device_set_texture(device, stage, stateblock->state.textures[i]); 01056 } 01057 01058 map = stateblock->changed.clipplane; 01059 for (i = 0; map; map >>= 1, ++i) 01060 { 01061 float clip[4]; 01062 01063 if (!(map & 1)) continue; 01064 01065 clip[0] = (float) stateblock->state.clip_planes[i][0]; 01066 clip[1] = (float) stateblock->state.clip_planes[i][1]; 01067 clip[2] = (float) stateblock->state.clip_planes[i][2]; 01068 clip[3] = (float) stateblock->state.clip_planes[i][3]; 01069 wined3d_device_set_clip_plane(device, i, clip); 01070 } 01071 01072 stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1; 01073 for (i = 0; i < MAX_TEXTURES - 1; ++i) 01074 { 01075 if (stateblock->device->stateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE) 01076 { 01077 stateblock->device->stateBlock->state.lowest_disabled_stage = i; 01078 break; 01079 } 01080 } 01081 01082 TRACE("Applied stateblock %p.\n", stateblock); 01083 01084 return WINED3D_OK; 01085 } 01086 01087 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) 01088 { 01089 struct wined3d_device *device = stateblock->device; 01090 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; 01091 struct wined3d_state *state = &stateblock->state; 01092 union 01093 { 01094 struct wined3d_line_pattern lp; 01095 DWORD d; 01096 } lp; 01097 union { 01098 float f; 01099 DWORD d; 01100 } tmpfloat; 01101 unsigned int i; 01102 struct wined3d_swapchain *swapchain; 01103 struct wined3d_surface *backbuffer; 01104 HRESULT hr; 01105 01106 TRACE("stateblock %p.\n", stateblock); 01107 01108 stateblock->blockType = WINED3D_SBT_INIT; 01109 01110 memset(stateblock->changed.pixelShaderConstantsF, 0, device->d3d_pshader_constantF * sizeof(BOOL)); 01111 memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL)); 01112 01113 /* Set some of the defaults for lights, transforms etc */ 01114 memcpy(&state->transforms[WINED3D_TS_PROJECTION], identity, sizeof(identity)); 01115 memcpy(&state->transforms[WINED3D_TS_VIEW], identity, sizeof(identity)); 01116 for (i = 0; i < 256; ++i) 01117 { 01118 memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], identity, sizeof(identity)); 01119 } 01120 01121 state->fb = &device->fb; 01122 01123 TRACE("Render states\n"); 01124 /* Render states: */ 01125 if (device->auto_depth_stencil) 01126 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE; 01127 else 01128 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE; 01129 state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID; 01130 state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD; 01131 lp.lp.repeat_factor = 0; 01132 lp.lp.line_pattern = 0; 01133 state->render_states[WINED3D_RS_LINEPATTERN] = lp.d; 01134 state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE; 01135 state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE; 01136 state->render_states[WINED3D_RS_LASTPIXEL] = TRUE; 01137 state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE; 01138 state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO; 01139 state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW; 01140 state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL; 01141 state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS; 01142 state->render_states[WINED3D_RS_ALPHAREF] = 0; 01143 state->render_states[WINED3D_RS_DITHERENABLE] = FALSE; 01144 state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE; 01145 state->render_states[WINED3D_RS_FOGENABLE] = FALSE; 01146 state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE; 01147 state->render_states[WINED3D_RS_ZVISIBLE] = 0; 01148 state->render_states[WINED3D_RS_FOGCOLOR] = 0; 01149 state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE; 01150 tmpfloat.f = 0.0f; 01151 state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d; 01152 tmpfloat.f = 1.0f; 01153 state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d; 01154 tmpfloat.f = 1.0f; 01155 state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d; 01156 state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE; 01157 state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE; 01158 state->render_states[WINED3D_RS_STENCILENABLE] = FALSE; 01159 state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; 01160 state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; 01161 state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; 01162 state->render_states[WINED3D_RS_STENCILREF] = 0; 01163 state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff; 01164 state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS; 01165 state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff; 01166 state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff; 01167 state->render_states[WINED3D_RS_WRAP0] = 0; 01168 state->render_states[WINED3D_RS_WRAP1] = 0; 01169 state->render_states[WINED3D_RS_WRAP2] = 0; 01170 state->render_states[WINED3D_RS_WRAP3] = 0; 01171 state->render_states[WINED3D_RS_WRAP4] = 0; 01172 state->render_states[WINED3D_RS_WRAP5] = 0; 01173 state->render_states[WINED3D_RS_WRAP6] = 0; 01174 state->render_states[WINED3D_RS_WRAP7] = 0; 01175 state->render_states[WINED3D_RS_CLIPPING] = TRUE; 01176 state->render_states[WINED3D_RS_LIGHTING] = TRUE; 01177 state->render_states[WINED3D_RS_AMBIENT] = 0; 01178 state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE; 01179 state->render_states[WINED3D_RS_COLORVERTEX] = TRUE; 01180 state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE; 01181 state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE; 01182 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1; 01183 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2; 01184 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL; 01185 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL; 01186 state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE; 01187 state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0; 01188 state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE; 01189 tmpfloat.f = 1.0f; 01190 state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d; 01191 tmpfloat.f = 1.0f; 01192 state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d; 01193 state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE; 01194 state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE; 01195 tmpfloat.f = 1.0f; 01196 state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d; 01197 tmpfloat.f = 0.0f; 01198 state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d; 01199 tmpfloat.f = 0.0f; 01200 state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d; 01201 state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE; 01202 state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff; 01203 state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE; 01204 tmpfloat.f = 1.0f; 01205 state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d; 01206 state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe; 01207 tmpfloat.f = gl_info->limits.pointsize_max; 01208 state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d; 01209 state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE; 01210 state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f; 01211 tmpfloat.f = 0.0f; 01212 state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d; 01213 state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD; 01214 state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC; 01215 state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR; 01216 /* states new in d3d9 */ 01217 state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE; 01218 state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0; 01219 tmpfloat.f = 1.0f; 01220 state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d; 01221 state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d; 01222 state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE; 01223 tmpfloat.f = 0.0f; 01224 state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d; 01225 state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d; 01226 tmpfloat.f = 1.0f; 01227 state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d; 01228 tmpfloat.f = 0.0f; 01229 state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d; 01230 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE; 01231 state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE; 01232 state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; 01233 state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; 01234 state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; 01235 state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS; 01236 state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f; 01237 state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f; 01238 state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f; 01239 state->render_states[WINED3D_RS_BLENDFACTOR] = 0xFFFFFFFF; 01240 state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0; 01241 state->render_states[WINED3D_RS_DEPTHBIAS] = 0; 01242 state->render_states[WINED3D_RS_WRAP8] = 0; 01243 state->render_states[WINED3D_RS_WRAP9] = 0; 01244 state->render_states[WINED3D_RS_WRAP10] = 0; 01245 state->render_states[WINED3D_RS_WRAP11] = 0; 01246 state->render_states[WINED3D_RS_WRAP12] = 0; 01247 state->render_states[WINED3D_RS_WRAP13] = 0; 01248 state->render_states[WINED3D_RS_WRAP14] = 0; 01249 state->render_states[WINED3D_RS_WRAP15] = 0; 01250 state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE; 01251 state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE; 01252 state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO; 01253 state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD; 01254 01255 /* Texture Stage States - Put directly into state block, we will call function below */ 01256 for (i = 0; i < MAX_TEXTURES; ++i) 01257 { 01258 TRACE("Setting up default texture states for texture Stage %u.\n", i); 01259 memcpy(&state->transforms[WINED3D_TS_TEXTURE0 + i], identity, sizeof(identity)); 01260 state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE; 01261 state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE; 01262 state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT; 01263 state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1; 01264 state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE; 01265 state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT; 01266 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0; 01267 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0; 01268 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0; 01269 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0; 01270 state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i; 01271 state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0; 01272 state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0; 01273 state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE; 01274 state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT; 01275 state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT; 01276 state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT; 01277 } 01278 state->lowest_disabled_stage = 1; 01279 01280 /* Sampler states*/ 01281 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i) 01282 { 01283 TRACE("Setting up default samplers states for sampler %u.\n", i); 01284 state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP; 01285 state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP; 01286 state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP; 01287 state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0; 01288 state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT; 01289 state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT; 01290 state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE; 01291 state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0; 01292 state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0; 01293 state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1; 01294 state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0; 01295 /* TODO: Indicates which element of a multielement texture to use. */ 01296 state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0; 01297 /* TODO: Vertex offset in the presampled displacement map. */ 01298 state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0; 01299 } 01300 01301 for (i = 0; i < gl_info->limits.textures; ++i) 01302 { 01303 state->textures[i] = NULL; 01304 } 01305 01306 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */ 01307 hr = wined3d_device_get_swapchain(device, 0, &swapchain); 01308 if (SUCCEEDED(hr) && swapchain) 01309 { 01310 hr = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3D_BACKBUFFER_TYPE_MONO, &backbuffer); 01311 if (SUCCEEDED(hr) && backbuffer) 01312 { 01313 struct wined3d_resource_desc desc; 01314 01315 wined3d_resource_get_desc(&backbuffer->resource, &desc); 01316 wined3d_surface_decref(backbuffer); 01317 01318 /* Set the default scissor rect values */ 01319 state->scissor_rect.left = 0; 01320 state->scissor_rect.right = desc.width; 01321 state->scissor_rect.top = 0; 01322 state->scissor_rect.bottom = desc.height; 01323 } 01324 01325 /* Set the default viewport */ 01326 state->viewport.x = 0; 01327 state->viewport.y = 0; 01328 state->viewport.width = swapchain->desc.backbuffer_width; 01329 state->viewport.height = swapchain->desc.backbuffer_height; 01330 state->viewport.min_z = 0.0f; 01331 state->viewport.max_z = 1.0f; 01332 01333 wined3d_swapchain_decref(swapchain); 01334 } 01335 01336 TRACE("Done.\n"); 01337 } 01338 01339 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock, 01340 struct wined3d_device *device, enum wined3d_stateblock_type type) 01341 { 01342 unsigned int i; 01343 HRESULT hr; 01344 01345 stateblock->ref = 1; 01346 stateblock->device = device; 01347 stateblock->blockType = type; 01348 01349 for (i = 0; i < LIGHTMAP_SIZE; i++) 01350 { 01351 list_init(&stateblock->state.light_map[i]); 01352 } 01353 01354 hr = stateblock_allocate_shader_constants(stateblock); 01355 if (FAILED(hr)) return hr; 01356 01357 /* The WINED3D_SBT_INIT stateblock type is used during initialization to 01358 * produce a placeholder stateblock so other functions called can update a 01359 * state block. */ 01360 if (type == WINED3D_SBT_INIT || type == WINED3D_SBT_RECORDED) return WINED3D_OK; 01361 01362 TRACE("Updating changed flags appropriate for type %#x.\n", type); 01363 01364 switch (type) 01365 { 01366 case WINED3D_SBT_ALL: 01367 stateblock_init_lights(stateblock, device->stateBlock->state.light_map); 01368 stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF, 01369 device->d3d_pshader_constantF); 01370 break; 01371 01372 case WINED3D_SBT_PIXEL_STATE: 01373 stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF); 01374 break; 01375 01376 case WINED3D_SBT_VERTEX_STATE: 01377 stateblock_init_lights(stateblock, device->stateBlock->state.light_map); 01378 stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF); 01379 break; 01380 01381 default: 01382 FIXME("Unrecognized state block type %#x.\n", type); 01383 break; 01384 } 01385 01386 stateblock_init_contained_states(stateblock); 01387 wined3d_stateblock_capture(stateblock); 01388 01389 return WINED3D_OK; 01390 } 01391 01392 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device, 01393 enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock) 01394 { 01395 struct wined3d_stateblock *object; 01396 HRESULT hr; 01397 01398 TRACE("device %p, type %#x, stateblock %p.\n", 01399 device, type, stateblock); 01400 01401 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); 01402 if (!object) 01403 { 01404 ERR("Failed to allocate stateblock memory.\n"); 01405 return E_OUTOFMEMORY; 01406 } 01407 01408 hr = stateblock_init(object, device, type); 01409 if (FAILED(hr)) 01410 { 01411 WARN("Failed to initialize stateblock, hr %#x.\n", hr); 01412 HeapFree(GetProcessHeap(), 0, object); 01413 return hr; 01414 } 01415 01416 TRACE("Created stateblock %p.\n", object); 01417 *stateblock = object; 01418 01419 return WINED3D_OK; 01420 } Generated on Sat May 26 2012 04:20:41 for ReactOS by
1.7.6.1
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