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wine
wine-winehq
Commits
abb11f30
Commit
abb11f30
authored
Jul 05, 2005
by
Oliver Stieber
Committed by
Alexandre Julliard
Jul 05, 2005
Browse files
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Browse Files
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Plain Diff
Implemented stateblocks in wined3d.
parent
d30f1fd7
Hide whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
806 additions
and
148 deletions
+806
-148
device.c
dlls/wined3d/device.c
+229
-22
drawprim.c
dlls/wined3d/drawprim.c
+7
-7
stateblock.c
dlls/wined3d/stateblock.c
+517
-99
wined3d_private.h
dlls/wined3d/wined3d_private.h
+47
-20
wined3d_interface.h
include/wine/wined3d_interface.h
+6
-0
No files found.
dlls/wined3d/device.c
View file @
abb11f30
...
...
@@ -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
_s
ource
[
StreamNumber
];
oldSrc
=
This
->
stateBlock
->
stream
S
ource
[
StreamNumber
];
TRACE
(
"(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d
\n
"
,
This
,
StreamNumber
,
oldSrc
,
pStreamData
,
Stride
);
This
->
updateStateBlock
->
changed
.
stream
_s
ource
[
StreamNumber
]
=
TRUE
;
This
->
updateStateBlock
->
set
.
stream
_s
ource
[
StreamNumber
]
=
TRUE
;
This
->
updateStateBlock
->
stream
_s
tride
[
StreamNumber
]
=
Stride
;
This
->
updateStateBlock
->
stream
_s
ource
[
StreamNumber
]
=
pStreamData
;
This
->
updateStateBlock
->
stream
_o
ffset
[
StreamNumber
]
=
OffsetInBytes
;
This
->
updateStateBlock
->
changed
.
stream
S
ource
[
StreamNumber
]
=
TRUE
;
This
->
updateStateBlock
->
set
.
stream
S
ource
[
StreamNumber
]
=
TRUE
;
This
->
updateStateBlock
->
stream
S
tride
[
StreamNumber
]
=
Stride
;
This
->
updateStateBlock
->
stream
S
ource
[
StreamNumber
]
=
pStreamData
;
This
->
updateStateBlock
->
stream
O
ffset
[
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_s
tride
[
StreamNumber
]);
*
pStream
=
This
->
stateBlock
->
stream
_s
ource
[
StreamNumber
];
*
pStride
=
This
->
stateBlock
->
stream
_s
tride
[
StreamNumber
];
*
pOffset
=
This
->
stateBlock
->
stream
_o
ffset
[
StreamNumber
];
TRACE
(
"(%p) : StreamNo: %d, Stream (%p), Stride %d
\n
"
,
This
,
StreamNumber
,
This
->
stateBlock
->
stream
Source
[
StreamNumber
],
This
->
stateBlock
->
streamS
tride
[
StreamNumber
]);
*
pStream
=
This
->
stateBlock
->
stream
S
ource
[
StreamNumber
];
*
pStride
=
This
->
stateBlock
->
stream
S
tride
[
StreamNumber
];
*
pOffset
=
This
->
stateBlock
->
stream
O
ffset
[
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_s
ource
[
0
]);
if
(
This
->
stateBlock
->
stream
Source
[
0
]
!=
NULL
)
IWineD3DVertexBuffer_Release
(
This
->
stateBlock
->
streamS
ource
[
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
_s
tride
[
0
]
=
VertexStreamZeroStride
;
This
->
stateBlock
->
stream
Source
[
0
]
=
(
IWineD3DVertexBuffer
*
)
pVertexStreamZeroData
;
This
->
stateBlock
->
stream
S
tride
[
0
]
=
VertexStreamZeroStride
;
This
->
stateBlock
->
streamIsUP
=
TRUE
;
drawPrimitive
(
iface
,
PrimitiveType
,
PrimitiveCount
,
0
,
0
,
0
,
NULL
,
0
);
This
->
stateBlock
->
stream
_s
tride
[
0
]
=
0
;
This
->
stateBlock
->
stream
_s
ource
[
0
]
=
NULL
;
This
->
stateBlock
->
stream
S
tride
[
0
]
=
0
;
This
->
stateBlock
->
stream
S
ource
[
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_s
ource
[
0
]);
if
(
This
->
stateBlock
->
stream
Source
[
0
]
!=
NULL
)
IWineD3DVertexBuffer_Release
(
This
->
stateBlock
->
streamS
ource
[
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
_s
ource
[
0
]
=
(
IWineD3DVertexBuffer
*
)
pVertexStreamZeroData
;
This
->
stateBlock
->
stream
S
ource
[
0
]
=
(
IWineD3DVertexBuffer
*
)
pVertexStreamZeroData
;
This
->
stateBlock
->
streamIsUP
=
TRUE
;
This
->
stateBlock
->
stream
_s
tride
[
0
]
=
VertexStreamZeroStride
;
This
->
stateBlock
->
stream
S
tride
[
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
_s
ource
[
0
]
=
NULL
;
This
->
stateBlock
->
stream
_s
tride
[
0
]
=
0
;
This
->
stateBlock
->
stream
S
ource
[
0
]
=
NULL
;
This
->
stateBlock
->
stream
S
tride
[
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
};
dlls/wined3d/drawprim.c
View file @
abb11f30
...
...
@@ -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
_s
tride
[
nStream
];
DWORD
stride
=
This
->
stateBlock
->
stream
S
tride
[
nStream
];
BYTE
*
data
=
NULL
;
DWORD
thisFVF
=
0
;
/* Skip empty streams */
if
(
This
->
stateBlock
->
stream
_s
ource
[
nStream
]
==
NULL
)
continue
;
if
(
This
->
stateBlock
->
stream
S
ource
[
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
_s
ource
[
nStream
];
data
=
(
BYTE
*
)
This
->
stateBlock
->
stream
S
ource
[
nStream
];
}
else
{
data
=
((
IWineD3DVertexBufferImpl
*
)
This
->
stateBlock
->
stream
_s
ource
[
nStream
])
->
resource
.
allocatedMemory
;
data
=
((
IWineD3DVertexBufferImpl
*
)
This
->
stateBlock
->
stream
S
ource
[
nStream
])
->
resource
.
allocatedMemory
;
}
}
else
{
#if 0 /* TODO: Vertex shader support */
thisFVF = This->stateBlock->vertexShaderDecl->fvf[nStream];
data = ((IDirect3DVertexBuffer8Impl *)This->stateBlock->stream
_s
ource[nStream])->allocatedMemory;
data = ((IDirect3DVertexBuffer8Impl *)This->stateBlock->stream
S
ource[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)");
...
...
dlls/wined3d/stateblock.c
View file @
abb11f30
...
...
@@ -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
.
w
RepeatFactor
=
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
->
wineD3DD
evice
,
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
.
w
LinePattern
=
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
(
d
evice
,
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
.
0
f
;
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DDevice
,
WINED3DRS_FOGSTART
,
tmpfloat
.
d
);
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_FOGSTART
,
tmpfloat
.
d
);
tmpfloat
.
f
=
1
.
0
f
;
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DDevice
,
WINED3DRS_FOGEND
,
tmpfloat
.
d
);
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_FOGEND
,
tmpfloat
.
d
);
tmpfloat
.
f
=
1
.
0
f
;
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->wineD3DD
evice, WINED3DRS_STENCILREF, 0);
* IWineD3DDevice_SetRenderState(
(IWineD3DDevice *)This->wineD3DD
evice, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
* IWineD3DDevice_SetRenderState(
d
evice, WINED3DRS_STENCILREF, 0);
* IWineD3DDevice_SetRenderState(
d
evice, 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
->
wineD3DD
evice
,
WINED3DRS_STENCILWRITEMASK
,
0xFFFFFFFF
);
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DDevice
,
WINED3DRS_TEXTUREFACTOR
,
0xFFFFFFFF
);
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
,
WINED3DRS_WRAP0
,
0
);
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
,
WINED3DRS_WRAP1
,
0
);
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
,
WINED3DRS_WRAP2
,
0
);
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
,
WINED3DRS_WRAP3
,
0
);
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
,
WINED3DRS_WRAP4
,
0
);
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
,
WINED3DRS_WRAP5
,
0
);
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
,
WINED3DRS_WRAP6
,
0
);
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
,
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
->
wineD3DD
evice
,
WINED3DRS_SOFTWAREVERTEXPROCESSING
,
FALSE
);
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_STENCILFUNC
,
D3DCMP_ALWAYS
);
IWineD3DDevice_SetRenderState
(
d
evice
,
WINED3DRS_STENCILWRITEMASK
,
0xFFFFFFFF
);
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_TEXTUREFACTOR
,
0xFFFFFFFF
);
IWineD3DDevice_SetRenderState
(
d
evice
,
WINED3DRS_WRAP0
,
0
);
IWineD3DDevice_SetRenderState
(
d
evice
,
WINED3DRS_WRAP1
,
0
);
IWineD3DDevice_SetRenderState
(
d
evice
,
WINED3DRS_WRAP2
,
0
);
IWineD3DDevice_SetRenderState
(
d
evice
,
WINED3DRS_WRAP3
,
0
);
IWineD3DDevice_SetRenderState
(
d
evice
,
WINED3DRS_WRAP4
,
0
);
IWineD3DDevice_SetRenderState
(
d
evice
,
WINED3DRS_WRAP5
,
0
);
IWineD3DDevice_SetRenderState
(
d
evice
,
WINED3DRS_WRAP6
,
0
);
IWineD3DDevice_SetRenderState
(
d
evice
,
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
(
d
evice
,
WINED3DRS_SOFTWAREVERTEXPROCESSING
,
FALSE
);
tmpfloat
.
f
=
1
.
0
f
;
IWineD3DDevice_SetRenderState
(
(
IWineD3DDevice
*
)
This
->
wineD3DDevice
,
WINED3DRS_POINTSIZE
,
tmpfloat
.
d
);
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_POINTSIZE
,
tmpfloat
.
d
);
tmpfloat
.
f
=
0
.
0
f
;
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
.
0
f
;
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
.
0
f
;
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
.
0
f
;
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
.
0
f
;
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_MINTESSELLATIONLEVEL
,
tmpfloat
.
d
);
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_MAXTESSELLATIONLEVEL
,
tmpfloat
.
d
);
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_ANTIALIASEDLINEENABLE
,
FALSE
);
tmpfloat
.
f
=
0
.
0
f
;
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_ADAPTIVETESS_X
,
tmpfloat
.
d
);
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_ADAPTIVETESS_Y
,
tmpfloat
.
d
);
tmpfloat
.
f
=
1
.
0
f
;
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_ADAPTIVETESS_Z
,
tmpfloat
.
d
);
tmpfloat
.
f
=
0
.
0
f
;
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
->
wineD3DD
evice
,
i
,
REAPPLY_ALL
);
IWineD3DDevice_SetupTextureStates
(
d
evice
,
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
};
dlls/wined3d/wined3d_private.h
View file @
abb11f30
...
...
@@ -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
];
...
...
include/wine/wined3d_interface.h
View file @
abb11f30
...
...
@@ -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
...
...
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