Commit abb11f30 authored by Oliver Stieber's avatar Oliver Stieber Committed by Alexandre Julliard

Implemented stateblocks in wined3d.

parent d30f1fd7
......@@ -383,6 +383,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTA
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DStateBlockImpl *object;
int i,j;
D3DCREATEOBJECTINSTANCE(object, StateBlock)
object->blockType = Type;
......@@ -397,8 +398,96 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTA
/* Otherwise, might as well set the whole state block to the appropriate values */
IWineD3DDevice_AddRef(iface);
memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
FIXME("unfinished - needs to set up changed and set attributes\n");
/* Otherwise, might as well set the whole state block to the appropriate values */
if ( This->stateBlock != NULL){
memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
} else {
memset(object->streamFreq, 1, sizeof(object->streamFreq));
}
/* Reset the ref and type after kluging it */
object->wineD3DDevice = This;
object->ref = 1;
object->blockType = Type;
TRACE("Updating changed flags appropriate for type %d\n", Type);
if (Type == D3DSBT_ALL) {
TRACE("ALL => Pretend everything has changed\n");
memset(&object->changed, TRUE, sizeof(This->stateBlock->changed));
} else if (Type == D3DSBT_PIXELSTATE) {
memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
/* TODO: Pixel Shader Constants */
object->changed.pixelShader = TRUE;
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
}
for (j = 0; j < GL_LIMITS(textures); i++) {
for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
}
}
/* Setting sampler block changes states */
for (j = 0 ; j < GL_LIMITS(samplers); j++){
for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++){
object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
}
}
} else if (Type == D3DSBT_VERTEXSTATE) {
memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
/* TODO: Vertex Shader Constants */
object->changed.vertexShader = TRUE;
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
}
for (j = 0; j < GL_LIMITS(textures); i++) {
for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
}
}
/* Setting sampler block changes states */
for (j = 0 ; j < GL_LIMITS(samplers); j++){
for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++){
object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
}
}
/* Duplicate light chain */
{
PLIGHTINFOEL *src = NULL;
PLIGHTINFOEL *dst = NULL;
PLIGHTINFOEL *newEl = NULL;
src = This->stateBlock->lights;
object->lights = NULL;
while (src) {
newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY;
memcpy(newEl, src, sizeof(PLIGHTINFOEL));
newEl->prev = dst;
newEl->changed = TRUE;
newEl->enabledChanged = TRUE;
if (dst == NULL) {
object->lights = newEl;
} else {
dst->next = newEl;
}
dst = newEl;
src = src->next;
}
}
} else {
FIXME("Unrecognized state block type %d\n", Type);
}
TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
return D3D_OK;
}
......@@ -1372,14 +1461,14 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT St
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexBuffer *oldSrc;
oldSrc = This->stateBlock->stream_source[StreamNumber];
oldSrc = This->stateBlock->streamSource[StreamNumber];
TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
This->updateStateBlock->changed.stream_source[StreamNumber] = TRUE;
This->updateStateBlock->set.stream_source[StreamNumber] = TRUE;
This->updateStateBlock->stream_stride[StreamNumber] = Stride;
This->updateStateBlock->stream_source[StreamNumber] = pStreamData;
This->updateStateBlock->stream_offset[StreamNumber] = OffsetInBytes;
This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
This->updateStateBlock->streamStride[StreamNumber] = Stride;
This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
/* Handle recording of state blocks */
if (This->isRecordingState) {
......@@ -1397,10 +1486,10 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT St
HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->stateBlock->stream_source[StreamNumber], This->stateBlock->stream_stride[StreamNumber]);
*pStream = This->stateBlock->stream_source[StreamNumber];
*pStride = This->stateBlock->stream_stride[StreamNumber];
*pOffset = This->stateBlock->stream_offset[StreamNumber];
TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
*pStream = This->stateBlock->streamSource[StreamNumber];
*pStride = This->stateBlock->streamStride[StreamNumber];
*pOffset = This->stateBlock->streamOffset[StreamNumber];
if (*pStream != NULL) IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
return D3D_OK;
}
......@@ -4480,15 +4569,15 @@ HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, D3DPRIM
debug_d3dprimitivetype(PrimitiveType),
PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
if (This->stateBlock->stream_source[0] != NULL) IWineD3DVertexBuffer_Release(This->stateBlock->stream_source[0]);
if (This->stateBlock->streamSource[0] != NULL) IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
This->stateBlock->stream_source[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
This->stateBlock->stream_stride[0] = VertexStreamZeroStride;
This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
This->stateBlock->streamStride[0] = VertexStreamZeroStride;
This->stateBlock->streamIsUP = TRUE;
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, NULL, 0);
This->stateBlock->stream_stride[0] = 0;
This->stateBlock->stream_source[0] = NULL;
This->stateBlock->streamStride[0] = 0;
This->stateBlock->streamSource[0] = NULL;
/*stream zero settings set to null at end, as per the msdn */
return D3D_OK;
......@@ -4507,7 +4596,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface,
MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData,
IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
if (This->stateBlock->stream_source[0] != NULL) IWineD3DVertexBuffer_Release(This->stateBlock->stream_source[0]);
if (This->stateBlock->streamSource[0] != NULL) IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
if (IndexDataFormat == WINED3DFMT_INDEX16) {
idxStride = 2;
......@@ -4516,15 +4605,15 @@ HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface,
}
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
This->stateBlock->stream_source[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
This->stateBlock->streamIsUP = TRUE;
This->stateBlock->stream_stride[0] = VertexStreamZeroStride;
This->stateBlock->streamStride[0] = VertexStreamZeroStride;
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, idxStride, pIndexData, MinVertexIndex);
/* stream zero settings set to null at end as per the msdn */
This->stateBlock->stream_source[0] = NULL;
This->stateBlock->stream_stride[0] = 0;
This->stateBlock->streamSource[0] = NULL;
This->stateBlock->streamStride[0] = 0;
IWineD3DDevice_SetIndices(iface, NULL, 0);
return D3D_OK;
......@@ -4987,3 +5076,121 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
/*** Internal use IWineD3DDevice methods ***/
IWineD3DDeviceImpl_SetupTextureStates
};
const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
WINED3DRS_ALPHABLENDENABLE ,
WINED3DRS_ALPHAFUNC ,
WINED3DRS_ALPHAREF ,
WINED3DRS_ALPHATESTENABLE ,
WINED3DRS_BLENDOP ,
WINED3DRS_COLORWRITEENABLE ,
WINED3DRS_DESTBLEND ,
WINED3DRS_DITHERENABLE ,
WINED3DRS_FILLMODE ,
WINED3DRS_FOGDENSITY ,
WINED3DRS_FOGEND ,
WINED3DRS_FOGSTART ,
WINED3DRS_LASTPIXEL ,
WINED3DRS_SHADEMODE ,
WINED3DRS_SRCBLEND ,
WINED3DRS_STENCILENABLE ,
WINED3DRS_STENCILFAIL ,
WINED3DRS_STENCILFUNC ,
WINED3DRS_STENCILMASK ,
WINED3DRS_STENCILPASS ,
WINED3DRS_STENCILREF ,
WINED3DRS_STENCILWRITEMASK ,
WINED3DRS_STENCILZFAIL ,
WINED3DRS_TEXTUREFACTOR ,
WINED3DRS_WRAP0 ,
WINED3DRS_WRAP1 ,
WINED3DRS_WRAP2 ,
WINED3DRS_WRAP3 ,
WINED3DRS_WRAP4 ,
WINED3DRS_WRAP5 ,
WINED3DRS_WRAP6 ,
WINED3DRS_WRAP7 ,
WINED3DRS_ZENABLE ,
WINED3DRS_ZFUNC ,
WINED3DRS_ZWRITEENABLE
};
const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
WINED3DTSS_ADDRESSW ,
WINED3DTSS_ALPHAARG0 ,
WINED3DTSS_ALPHAARG1 ,
WINED3DTSS_ALPHAARG2 ,
WINED3DTSS_ALPHAOP ,
WINED3DTSS_BUMPENVLOFFSET ,
WINED3DTSS_BUMPENVLSCALE ,
WINED3DTSS_BUMPENVMAT00 ,
WINED3DTSS_BUMPENVMAT01 ,
WINED3DTSS_BUMPENVMAT10 ,
WINED3DTSS_BUMPENVMAT11 ,
WINED3DTSS_COLORARG0 ,
WINED3DTSS_COLORARG1 ,
WINED3DTSS_COLORARG2 ,
WINED3DTSS_COLOROP ,
WINED3DTSS_RESULTARG ,
WINED3DTSS_TEXCOORDINDEX ,
WINED3DTSS_TEXTURETRANSFORMFLAGS
};
const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
WINED3DSAMP_ADDRESSU ,
WINED3DSAMP_ADDRESSV ,
WINED3DSAMP_ADDRESSW ,
WINED3DSAMP_BORDERCOLOR ,
WINED3DSAMP_MAGFILTER ,
WINED3DSAMP_MINFILTER ,
WINED3DSAMP_MIPFILTER ,
WINED3DSAMP_MIPMAPLODBIAS ,
WINED3DSAMP_MAXMIPLEVEL ,
WINED3DSAMP_MAXANISOTROPY ,
WINED3DSAMP_SRGBTEXTURE ,
WINED3DSAMP_ELEMENTINDEX
};
const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
WINED3DRS_AMBIENT ,
WINED3DRS_AMBIENTMATERIALSOURCE ,
WINED3DRS_CLIPPING ,
WINED3DRS_CLIPPLANEENABLE ,
WINED3DRS_COLORVERTEX ,
WINED3DRS_DIFFUSEMATERIALSOURCE ,
WINED3DRS_EMISSIVEMATERIALSOURCE ,
WINED3DRS_FOGDENSITY ,
WINED3DRS_FOGEND ,
WINED3DRS_FOGSTART ,
WINED3DRS_FOGTABLEMODE ,
WINED3DRS_FOGVERTEXMODE ,
WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
WINED3DRS_LIGHTING ,
WINED3DRS_LOCALVIEWER ,
WINED3DRS_MULTISAMPLEANTIALIAS ,
WINED3DRS_MULTISAMPLEMASK ,
WINED3DRS_NORMALIZENORMALS ,
WINED3DRS_PATCHEDGESTYLE ,
WINED3DRS_POINTSCALE_A ,
WINED3DRS_POINTSCALE_B ,
WINED3DRS_POINTSCALE_C ,
WINED3DRS_POINTSCALEENABLE ,
WINED3DRS_POINTSIZE ,
WINED3DRS_POINTSIZE_MAX ,
WINED3DRS_POINTSIZE_MIN ,
WINED3DRS_POINTSPRITEENABLE ,
WINED3DRS_RANGEFOGENABLE ,
WINED3DRS_SPECULARMATERIALSOURCE ,
WINED3DRS_TWEENFACTOR ,
WINED3DRS_VERTEXBLEND
};
const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
WINED3DTSS_TEXCOORDINDEX ,
WINED3DTSS_TEXTURETRANSFORMFLAGS
};
const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
WINED3DSAMP_DMAPOFFSET
};
......@@ -371,26 +371,26 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
/* Work through stream by stream */
for (nStream=0; nStream<LoopThroughTo; nStream++) {
DWORD stride = This->stateBlock->stream_stride[nStream];
DWORD stride = This->stateBlock->streamStride[nStream];
BYTE *data = NULL;
DWORD thisFVF = 0;
/* Skip empty streams */
if (This->stateBlock->stream_source[nStream] == NULL) continue;
if (This->stateBlock->streamSource[nStream] == NULL) continue;
/* Retrieve appropriate FVF */
if (LoopThroughTo == 1) { /* Use FVF, not vertex shader */
thisFVF = This->updateStateBlock->fvf;
/* Handle memory passed directly as well as vertex buffers */
if (This->stateBlock->streamIsUP) {
data = (BYTE *)This->stateBlock->stream_source[nStream];
data = (BYTE *)This->stateBlock->streamSource[nStream];
} else {
data = ((IWineD3DVertexBufferImpl *)This->stateBlock->stream_source[nStream])->resource.allocatedMemory;
data = ((IWineD3DVertexBufferImpl *)This->stateBlock->streamSource[nStream])->resource.allocatedMemory;
}
} else {
#if 0 /* TODO: Vertex shader support */
thisFVF = This->stateBlock->vertexShaderDecl->fvf[nStream];
data = ((IDirect3DVertexBuffer8Impl *)This->stateBlock->stream_source[nStream])->allocatedMemory;
data = ((IDirect3DVertexBuffer8Impl *)This->stateBlock->streamSource[nStream])->allocatedMemory;
#endif
}
VTRACE(("FVF for stream %d is %lx\n", nStream, thisFVF));
......@@ -706,9 +706,9 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
}
} else {
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
FIXME("TODO\n");
TRACE("TODO ARB_VERTEX_BLEND\n");
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
FIXME("TODO\n");
TRACE("TODO EXT_VERTEX_WEIGHTING\n");
/*
glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
checkGLcall("glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
......
......@@ -57,7 +57,6 @@ ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
if (!refCount) {
IWineD3DDevice_Release((IWineD3DDevice *)This->wineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
}
return refCount;
......@@ -73,9 +72,377 @@ HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnkn
return D3D_OK;
}
HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
*ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
IWineD3DDevice_AddRef(*ppDevice);
return D3D_OK;
}
HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
TRACE("(%p) : Updating state block %p ------------------v \n", targetStateBlock, This);
/* If not recorded, then update can just recapture */
if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
IWineD3DStateBlockImpl* tmpBlock;
PLIGHTINFOEL *tmp = This->lights;
IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
/* Note just swap the light chains over so when deleting, the old one goes */
memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
tmpBlock->lights = tmp;
/* Delete the temporary one (which points to the old light chain though */
IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
/*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
} else {
unsigned int i, j;
PLIGHTINFOEL *src;
/* Recorded => Only update 'changed' values */
if (This->set.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
This->vertexShader = targetStateBlock->vertexShader;
TRACE("Updating vertex shader to %p\n", targetStateBlock->vertexShader);
}
/* TODO: Vertex Shader Constants */
/* 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 */
src = This->lights;
while (src != NULL) {
PLIGHTINFOEL *realLight = NULL;
/* Locate the light in the live lights */
realLight = targetStateBlock->lights;
while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
if (realLight == NULL) {
FIXME("A captured light no longer exists...?\n");
} else {
/* If 'changed' then its a SetLight command. Rather than comparing to see
if the OriginalParms have changed and then copy them (twice through
memory) just do the copy */
if (src->changed) {
TRACE("Updating lights for light %ld\n", src->OriginalIndex);
memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
}
/* If 'enabledchanged' then its a LightEnable command */
if (src->enabledChanged) {
TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
src->lightEnabled = realLight->lightEnabled;
}
}
src = src->next;
}
#if 0 /*TODO: Pixel shaders*/
if (This->set.pixelShader && This->pixelShader != pDeviceImpl->stateBlock->pixelShader) {
TRACE("Updating pixel shader to %p\n", pDeviceImpl->stateBlock->pixelShader);
This->pixelShader = targetStateBlock->pixelShader;
}
#endif
/* TODO: Pixel Shader Constants */
/* Others + Render & Texture */
for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
&This->transforms[i],
sizeof(D3DMATRIX)) != 0) {
TRACE("Updating transform %d\n", i);
memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(D3DMATRIX));
}
}
if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
|| (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
This->pIndexData = targetStateBlock->pIndexData;
This->baseVertexIndex = targetStateBlock->baseVertexIndex;
}
if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
This->vertexDecl = targetStateBlock->vertexDecl;
}
if(This->set.fvf && This->fvf != targetStateBlock->fvf){
This->fvf = targetStateBlock->fvf;
}
if (This->set.material && memcmp(&targetStateBlock->material,
&This->material,
sizeof(D3DMATERIAL9)) != 0) {
TRACE("Updating material\n");
memcpy(&This->material, &targetStateBlock->material, sizeof(D3DMATERIAL9));
}
if (This->set.viewport && memcmp(&targetStateBlock->viewport,
&This->viewport,
sizeof(D3DVIEWPORT9)) != 0) {
TRACE("Updating viewport\n");
memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(D3DVIEWPORT9));
}
for (i = 0; i < MAX_STREAMS; i++) {
if (This->set.streamSource[i] &&
((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
(This->streamSource[i] != targetStateBlock->streamSource[i]))) {
TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
targetStateBlock->streamStride[i]);
This->streamStride[i] = targetStateBlock->streamStride[i];
This->streamSource[i] = targetStateBlock->streamSource[i];
}
if (This->set.streamFreq[i] &&
(This->streamFreq[i] != targetStateBlock->streamFreq[i]
|| This->streamFlags[i] != targetStateBlock->streamFlags[i])){
TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
targetStateBlock->streamFlags[i]);
This->streamFreq[i] = targetStateBlock->streamFreq[i];
This->streamFlags[i] = targetStateBlock->streamFlags[i];
}
}
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
&This->clipplane[i],
sizeof(This->clipplane)) != 0) {
TRACE("Updating clipplane %d\n", i);
memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
sizeof(This->clipplane));
}
}
/* Render */
for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
TRACE("Updating renderState %d to %ld\n", i, targetStateBlock->renderState[i]);
This->renderState[i] = targetStateBlock->renderState[i];
}
}
/* FIXME: textures are upto MAX_SAMPLERS for d3d9? */
/* Texture */
for (j = 0; j < GL_LIMITS(textures); j++) {
for (i = 1; i <= HIGHEST_TEXTURE_STATE ; i++) {
if (This->set.textureState[j][i] && (This->textureState[j][i] !=
targetStateBlock->textureState[j][i])) {
TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, targetStateBlock->textureState[j][i],
This->textureState[j][i]);
This->textureState[j][i] = targetStateBlock->textureState[j][i];
This->renderState[i] = targetStateBlock->renderState[i];
}
}
if ((This->set.textures[j] && (This->textures[j] != targetStateBlock->textures[j]))) {
TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
This->textures[j] = targetStateBlock->textures[j];
}
}
/* Samplers */
for (j = 0 ; j < GL_LIMITS(samplers); j++){
for (i = 1; i <= HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
if (This->set.samplerState[j][i] && (This->samplerState[j][i] !=
targetStateBlock->samplerState[j][i])) {
TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
j, i, targetStateBlock->samplerState[j][i],
This->samplerState[j][i]);
This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
}
}
}
}
TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
/*Copy thing over to updateBlock is isRecording otherwise StateBlock,
should really perform a delta so that only the changes get updated*/
UINT i;
UINT j;
TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
/* FIXME: Only apply applicable states not all states */
if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_VERTEXSTATE) {
PLIGHTINFOEL *toDo = This->lights;
while (toDo != NULL) {
if (toDo->changed)
IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
if (toDo->enabledChanged)
IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
toDo = toDo->next;
}
#if 0 /*TODO: VertexShaders*/
if (This->set.vertexShader && This->changed.vertexShader)
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
/* TODO: Vertex Shader Constants */
#endif
}
#if 0 /*TODO: Pixel Shaders*/
if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
if (This->set.pixelShader && This->changed.pixelShader)
IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
/* TODO: Pixel Shader Constants */
}
#endif
if (This->set.fvf && This->changed.fvf) {
IWineD3DDevice_SetFVF(pDevice, This->fvf);
}
if (This->set.vertexDecl && This->changed.vertexDecl) {
IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
}
/* Others + Render & Texture */
if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL) {
for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
if (This->set.transform[i] && This->changed.transform[i])
IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
}
if (This->set.indices && This->changed.indices)
IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
if (This->set.material && This->changed.material )
IWineD3DDevice_SetMaterial(pDevice, &This->material);
if (This->set.viewport && This->changed.viewport)
IWineD3DDevice_SetViewport(pDevice, &This->viewport);
/* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
for (i=0; i<MAX_STREAMS; i++) {
if (This->set.streamSource[i] && This->changed.streamSource[i])
IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
if (This->set.streamFreq[i] && This->changed.streamFreq[i])
IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
}
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
if (This->set.clipplane[i] && This->changed.clipplane[i]) {
float clip[4];
clip[0] = This->clipplane[i][0];
clip[1] = This->clipplane[i][1];
clip[2] = This->clipplane[i][2];
clip[3] = This->clipplane[i][3];
IWineD3DDevice_SetClipPlane(pDevice, i, clip);
}
}
/* Render */
for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
if (This->set.renderState[i] && This->changed.renderState[i])
IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
}
/* FIXME: Texture are set against samplers... not just TextureStages */
/* Texture */
for (j = 0; j < GL_LIMITS(textures); j++) { /* Set The texture first, just incase it resets the states? */
if (This->set.textures[j] && This->changed.textures[j]) {
IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
}
for (i = 1; i <= HIGHEST_TEXTURE_STATE; i++) {
if (This->set.textureState[j][i] && This->changed.textureState[j][i]) {
IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
}
}
}
/* Samplers */
for (j = 0 ; j < GL_LIMITS(samplers); j++){
for (i = 1; i <= HIGHEST_SAMPLER_STATE; i++){
if (This->set.samplerState[j][i] && This->changed.samplerState[j][i] && This->samplerState[j][i] != 0) {
IWineD3DDevice_SetSamplerState(pDevice, j, i, This->samplerState[j][i]);
}
}
}
} else if (This->blockType == D3DSBT_PIXELSTATE) {
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
}
for (j = 0; j < GL_LIMITS(textures); i++) {
for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
if (This->set.textureState[j][SavedPixelStates_T[i]] &&
This->changed.textureState[j][SavedPixelStates_T[i]])
IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i], This->textureState[j][SavedPixelStates_T[i]]);
}
}
} else if (This->blockType == D3DSBT_VERTEXSTATE) {
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
}
for (j = 0; j < GL_LIMITS(textures); i++) {
for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
if ( This->set.textureState[j][SavedVertexStates_T[i]] &&
This->changed.textureState[j][SavedVertexStates_T[i]])
IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i], This->textureState[j][SavedVertexStates_T[i]]);
}
}
} else {
FIXME("Unrecognized state block type %d\n", This->blockType);
}
memcpy(&((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed, sizeof(((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed));
TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
return D3D_OK;
}
HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)(This->wineD3DDevice);
IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
union {
D3DLINEPATTERN lp;
DWORD d;
......@@ -98,110 +465,149 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
for (i = 0; i < 256; ++i) {
memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
}
TRACE("Render states\n");
/* Render states: */
if (ThisDevice->presentParms.EnableAutoDepthStencil) {
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZENABLE, D3DZB_TRUE);
if (ThisDevice->depthStencilBuffer != NULL) {
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_TRUE);
} else {
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZENABLE, D3DZB_FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_FALSE);
}
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FILLMODE, D3DFILL_SOLID);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD);
lp.lp.wRepeatFactor = 0; lp.lp.wLinePattern = 0;
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_LINEPATTERN, lp.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZWRITEENABLE, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ALPHATESTENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_LASTPIXEL, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_SRCBLEND, D3DBLEND_ONE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_DESTBLEND, D3DBLEND_ZERO);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_CULLMODE, D3DCULL_CCW);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ALPHAREF, 0xff); /*??*/
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_DITHERENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ALPHABLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_SPECULARENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZVISIBLE, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGCOLOR, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGTABLEMODE, D3DFOG_NONE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD);
lp.lp.wRepeatFactor = 0;
lp.lp.wLinePattern = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, D3DBLEND_ONE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, D3DBLEND_ZERO);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, D3DCULL_CCW);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0xff); /*??*/
IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, D3DFOG_NONE);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGSTART, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGEND, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGDENSITY, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_EDGEANTIALIAS, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_ZBIAS, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_RANGEFOGENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
/* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
* so only a single call performed (and ensure defaults initialized before making that call)
* so only a single call performed (and ensure defaults initialized before making that call)
*
* IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILREF, 0);
* IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
* IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
* IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
*/
This->renderState[WINED3DRS_STENCILREF] = 0;
This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILFUNC, D3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP0, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP1, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP2, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP3, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP4, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP5, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP6, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_WRAP7, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_CLIPPING, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_LIGHTING, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_AMBIENT, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_FOGVERTEXMODE, D3DFOG_NONE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_COLORVERTEX, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_LOCALVIEWER, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_NORMALIZENORMALS, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_CLIPPLANEENABLE, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, D3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, D3DFOG_NONE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSIZE, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSPRITEENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSCALEENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSCALE_A, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSCALE_B, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSCALE_C, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
tmpfloat.f = 64.0f;
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, D3DBLENDOP_ADD);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
/* states new in d3d9 */
IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_TWEENFACTOR, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_BLENDOP, D3DBLENDOP_ADD);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_POSITIONORDER, WINED3DDEGREE_CUBIC);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, WINED3DRS_NORMALORDER, WINED3DDEGREE_LINEAR);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, D3DBLEND_ZERO);
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
/** clipping status */
/* clipping status */
This->clip_status.ClipUnion = 0;
This->clip_status.ClipIntersection = 0xFFFFFFFF;
/* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < GL_LIMITS(textures); i++) {
TRACE("Setting up default texture states for texture Stage %d\n", i);
......@@ -217,15 +623,6 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
This->textureState[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
This->textureState[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
This->textureState[i][D3DTSS_TEXCOORDINDEX ] = i;
This->textureState[i][D3DTSS_ADDRESSU ] = D3DTADDRESS_WRAP;
This->textureState[i][D3DTSS_ADDRESSV ] = D3DTADDRESS_WRAP;
This->textureState[i][D3DTSS_BORDERCOLOR ] = 0x00;
This->textureState[i][D3DTSS_MAGFILTER ] = D3DTEXF_POINT;
This->textureState[i][D3DTSS_MINFILTER ] = D3DTEXF_POINT;
This->textureState[i][D3DTSS_MIPFILTER ] = D3DTEXF_NONE;
This->textureState[i][D3DTSS_MIPMAPLODBIAS ] = 0;
This->textureState[i][D3DTSS_MAXMIPLEVEL ] = 0;
This->textureState[i][D3DTSS_MAXANISOTROPY ] = 1;
This->textureState[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
This->textureState[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
......@@ -235,6 +632,24 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
This->textureState[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
}
/* Sampler states*/
for (i = 0 ; i < MAX_SAMPLERS; i++) {
TRACE("Setting up default samplers states for sampler %d\n", i);
This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
This->samplerState[i][WINED3DSAMP_MAGFILTER ] = D3DTEXF_POINT;
This->samplerState[i][WINED3DSAMP_MINFILTER ] = D3DTEXF_POINT;
This->samplerState[i][WINED3DSAMP_MIPFILTER ] = D3DTEXF_NONE;
This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 256; /* TODO: Vertex offset in the presampled displacement map */
}
/* Under DirectX you can have texture stage operations even if no texture is
bound, whereas opengl will only do texture operations when a valid texture is
bound. We emulate this by creating dummy textures and binding them to each
......@@ -247,9 +662,9 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
GLubyte white = 255;
/* Note this avoids calling settexture, so pretend it has been called */
This->set.textures[i] = TRUE;
This->set.textures[i] = TRUE;
This->changed.textures[i] = TRUE;
This->textures[i] = NULL;
This->textures[i] = NULL;
/* Make appropriate texture active */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
......@@ -268,11 +683,11 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
checkGLcall("glBindTexture");
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
checkGLcall("glTexImage1D");
/* Reapply all the texture state information to this texture */
IWineD3DDevice_SetupTextureStates((IWineD3DDevice *)This->wineD3DDevice, i, REAPPLY_ALL);
IWineD3DDevice_SetupTextureStates(device, i, REAPPLY_ALL);
}
LEAVE_GL();
......@@ -303,5 +718,8 @@ const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
IWineD3DStateBlockImpl_AddRef,
IWineD3DStateBlockImpl_Release,
IWineD3DStateBlockImpl_GetParent,
IWineD3DStateBlockImpl_GetDevice,
IWineD3DStateBlockImpl_Capture,
IWineD3DStateBlockImpl_Apply,
IWineD3DStateBlockImpl_InitStartupStateBlock
};
......@@ -43,11 +43,33 @@
#include "wine/wined3d_gl.h"
/* Device caps */
#define MAX_PALETTES 256
#define MAX_STREAMS 16
#define MAX_TEXTURES 8
#define MAX_SAMPLERS 16
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
#define MAX_LEVELS 256
/* Swap chains */
#define MAX_SWAPCHAINS 256
/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 35
#define NUM_SAVEDPIXELSTATES_T 18
#define NUM_SAVEDPIXELSTATES_S 12
#define NUM_SAVEDVERTEXSTATES_R 31
#define NUM_SAVEDVERTEXSTATES_T 2
#define NUM_SAVEDVERTEXSTATES_S 1
extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
/* vertex and pixel shader modes */
extern int vs_mode;
#define VS_NONE 0
#define VS_HW 1
......@@ -284,7 +306,7 @@ typedef struct Direct3DVertexStridedData {
Direct3DStridedData pSize;
Direct3DStridedData diffuse;
Direct3DStridedData specular;
Direct3DStridedData texCoords[8];
Direct3DStridedData texCoords[MAX_TEXTURES];
} s;
Direct3DStridedData input[16]; /* Indexed by constants in D3DVSDE_REGISTER */
} u;
......@@ -403,7 +425,7 @@ typedef struct IWineD3DDeviceImpl
UINT yScreenSpace;
/* Textures for when no other textures are mapped */
UINT dummyTextureName[8];
UINT dummyTextureName[MAX_TEXTURES];
/* Debug stream management */
BOOL debug;
......@@ -654,17 +676,18 @@ typedef struct SAVEDSTATES {
BOOL indices;
BOOL material;
BOOL fvf;
BOOL stream_source[MAX_STREAMS];
BOOL textures[8];
BOOL transform[HIGHEST_TRANSFORMSTATE];
BOOL streamSource[MAX_STREAMS];
BOOL streamFreq[MAX_STREAMS];
BOOL textures[MAX_TEXTURES];
BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
BOOL viewport;
BOOL renderState[WINEHIGHEST_RENDER_STATE];
BOOL textureState[8][HIGHEST_TEXTURE_STATE];
BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
BOOL textureState[MAX_TEXTURES][HIGHEST_TEXTURE_STATE + 1];
BOOL clipplane[MAX_CLIPPLANES];
BOOL samplerState[MAX_SAMPLERS][HIGHEST_SAMPLER_STATE + 1];
BOOL vertexDecl;
BOOL pixelShader;
BOOL vertexShader;
BOOL vertexShader;
} SAVEDSTATES;
struct IWineD3DStateBlockImpl
......@@ -672,7 +695,7 @@ struct IWineD3DStateBlockImpl
/* IUnknown fields */
const IWineD3DStateBlockVtbl *lpVtbl;
DWORD ref; /* Note: Ref counting not required */
/* IWineD3DStateBlock information */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
......@@ -681,7 +704,7 @@ struct IWineD3DStateBlockImpl
/* Array indicating whether things have been set or changed */
SAVEDSTATES changed;
SAVEDSTATES set;
/* Drawing - Vertex Shader or FVF related */
DWORD fvf;
/* Vertex Shader Declaration */
......@@ -691,20 +714,22 @@ struct IWineD3DStateBlockImpl
/* Stream Source */
BOOL streamIsUP;
UINT stream_stride[MAX_STREAMS];
UINT stream_offset[MAX_STREAMS];
IWineD3DVertexBuffer *stream_source[MAX_STREAMS];
UINT streamStride[MAX_STREAMS];
UINT streamOffset[MAX_STREAMS];
IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
UINT streamFreq[MAX_STREAMS];
UINT streamFlags[MAX_STREAMS]; /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA */
/* Indices */
IWineD3DIndexBuffer* pIndexData;
UINT baseVertexIndex; /* Note: only used for d3d8 */
/* Transform */
D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE];
D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
/* Lights */
PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
/* Clipping */
double clipplane[MAX_CLIPPLANES][4];
WINED3DCLIPSTATUS clip_status;
......@@ -715,20 +740,22 @@ struct IWineD3DStateBlockImpl
/* Material */
WINED3DMATERIAL material;
/* Pixel Shader */
void *pixelShader; /* TODO: Replace void * with IWineD3DPixelShader * */
/* Indexed Vertex Blending */
D3DVERTEXBLENDFLAGS vertex_blend;
FLOAT tween_factor;
/* RenderState */
DWORD renderState[WINEHIGHEST_RENDER_STATE];
DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
/* Texture */
IWineD3DBaseTexture *textures[8];
int textureDimensions[8];
IWineD3DBaseTexture *textures[MAX_TEXTURES];
int textureDimensions[MAX_SAMPLERS];
/* Texture State Stage */
DWORD textureState[8][HIGHEST_TEXTURE_STATE];
DWORD textureState[MAX_TEXTURES][HIGHEST_TEXTURE_STATE + 1];
/* Sampler States */
DWORD samplerState[MAX_SAMPLERS][HIGHEST_SAMPLER_STATE + 1];
......
......@@ -1114,6 +1114,9 @@ DECLARE_INTERFACE_(IWineD3DStateBlock,IUnknown)
STDMETHOD_(ULONG,Release)(THIS) PURE;
/*** IWineD3DStateBlock methods ***/
STDMETHOD(GetParent)(THIS_ IUnknown **pParent) PURE;
STDMETHOD(GetDevice)(THIS_ IWineD3DDevice **pDevice) PURE;
STDMETHOD(Capture)(THIS) PURE;
STDMETHOD(Apply)(THIS) PURE;
STDMETHOD(InitStartupStateBlock)(THIS) PURE;
};
#undef INTERFACE
......@@ -1125,6 +1128,9 @@ DECLARE_INTERFACE_(IWineD3DStateBlock,IUnknown)
#define IWineD3DStateBlock_Release(p) (p)->lpVtbl->Release(p)
/*** IWineD3DStateBlock methods ***/
#define IWineD3DStateBlock_GetParent(p,a) (p)->lpVtbl->GetParent(p,a)
#define IWineD3DStateBlock_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a)
#define IWineD3DStateBlock_Capture(p) (p)->lpVtbl->Capture(p)
#define IWineD3DStateBlock_Apply(p) (p)->lpVtbl->Apply(p)
#define IWineD3DStateBlock_InitStartupStateBlock(p) (p)->lpVtbl->InitStartupStateBlock(p)
#endif
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment