wine/dlls/wined3d/stateblock.c
2024-05-15 22:51:33 +02:00

3359 lines
123 KiB
C

/*
* state block implementation
*
* Copyright 2002 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2005 Oliver Stieber
* Copyright 2007 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
* Copyright 2019,2020,2022 Zebediah Figura for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
struct wined3d_saved_states
{
uint32_t vs_consts_f[WINED3D_BITMAP_SIZE(WINED3D_MAX_VS_CONSTS_F)];
uint16_t vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
uint16_t vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
uint32_t ps_consts_f[WINED3D_BITMAP_SIZE(WINED3D_MAX_PS_CONSTS_F)];
uint16_t pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
uint16_t pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
uint32_t transform[WINED3D_BITMAP_SIZE(WINED3D_HIGHEST_TRANSFORM_STATE + 1)];
uint16_t streamSource; /* WINED3D_MAX_STREAMS, 16 */
uint16_t streamFreq; /* WINED3D_MAX_STREAMS, 16 */
uint32_t renderState[WINED3D_BITMAP_SIZE(WINEHIGHEST_RENDER_STATE + 1)];
uint32_t textureState[WINED3D_MAX_FFP_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
uint16_t samplerState[WINED3D_MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
uint32_t clipplane; /* WINED3D_MAX_CLIP_DISTANCES, 8 */
uint32_t textures : 20; /* WINED3D_MAX_COMBINED_SAMPLERS, 20 */
uint32_t indices : 1;
uint32_t material : 1;
uint32_t viewport : 1;
uint32_t vertexDecl : 1;
uint32_t pixelShader : 1;
uint32_t vertexShader : 1;
uint32_t scissorRect : 1;
uint32_t store_stream_offset : 1;
uint32_t alpha_to_coverage : 1;
uint32_t lights : 1;
uint32_t transforms : 1;
uint32_t padding : 1;
struct list changed_lights;
};
struct stage_state
{
unsigned int stage, state;
};
struct wined3d_stateblock
{
LONG ref;
struct wined3d_device *device;
struct wined3d_saved_states changed;
struct wined3d_stateblock_state stateblock_state;
struct wined3d_light_state light_state;
unsigned int contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
unsigned int num_contained_render_states;
unsigned int contained_transform_states[WINED3D_HIGHEST_TRANSFORM_STATE + 1];
unsigned int num_contained_transform_states;
struct stage_state contained_tss_states[WINED3D_MAX_FFP_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
unsigned int num_contained_tss_states;
struct stage_state contained_sampler_states[WINED3D_MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
unsigned int num_contained_sampler_states;
};
static const DWORD pixel_states_render[] =
{
WINED3D_RS_ALPHABLENDENABLE,
WINED3D_RS_ALPHAFUNC,
WINED3D_RS_ALPHAREF,
WINED3D_RS_ALPHATESTENABLE,
WINED3D_RS_ANTIALIASEDLINEENABLE,
WINED3D_RS_BLENDFACTOR,
WINED3D_RS_BLENDOP,
WINED3D_RS_BLENDOPALPHA,
WINED3D_RS_BACK_STENCILFAIL,
WINED3D_RS_BACK_STENCILPASS,
WINED3D_RS_BACK_STENCILZFAIL,
WINED3D_RS_COLORWRITEENABLE,
WINED3D_RS_COLORWRITEENABLE1,
WINED3D_RS_COLORWRITEENABLE2,
WINED3D_RS_COLORWRITEENABLE3,
WINED3D_RS_DEPTHBIAS,
WINED3D_RS_DESTBLEND,
WINED3D_RS_DESTBLENDALPHA,
WINED3D_RS_DITHERENABLE,
WINED3D_RS_FILLMODE,
WINED3D_RS_FOGDENSITY,
WINED3D_RS_FOGEND,
WINED3D_RS_FOGSTART,
WINED3D_RS_LASTPIXEL,
WINED3D_RS_SCISSORTESTENABLE,
WINED3D_RS_SEPARATEALPHABLENDENABLE,
WINED3D_RS_SHADEMODE,
WINED3D_RS_SLOPESCALEDEPTHBIAS,
WINED3D_RS_SRCBLEND,
WINED3D_RS_SRCBLENDALPHA,
WINED3D_RS_SRGBWRITEENABLE,
WINED3D_RS_STENCILENABLE,
WINED3D_RS_STENCILFAIL,
WINED3D_RS_STENCILFUNC,
WINED3D_RS_STENCILMASK,
WINED3D_RS_STENCILPASS,
WINED3D_RS_STENCILREF,
WINED3D_RS_STENCILWRITEMASK,
WINED3D_RS_STENCILZFAIL,
WINED3D_RS_TEXTUREFACTOR,
WINED3D_RS_TWOSIDEDSTENCILMODE,
WINED3D_RS_WRAP0,
WINED3D_RS_WRAP1,
WINED3D_RS_WRAP10,
WINED3D_RS_WRAP11,
WINED3D_RS_WRAP12,
WINED3D_RS_WRAP13,
WINED3D_RS_WRAP14,
WINED3D_RS_WRAP15,
WINED3D_RS_WRAP2,
WINED3D_RS_WRAP3,
WINED3D_RS_WRAP4,
WINED3D_RS_WRAP5,
WINED3D_RS_WRAP6,
WINED3D_RS_WRAP7,
WINED3D_RS_WRAP8,
WINED3D_RS_WRAP9,
WINED3D_RS_ZENABLE,
WINED3D_RS_ZFUNC,
WINED3D_RS_ZWRITEENABLE,
};
static const DWORD pixel_states_texture[] =
{
WINED3D_TSS_ALPHA_ARG0,
WINED3D_TSS_ALPHA_ARG1,
WINED3D_TSS_ALPHA_ARG2,
WINED3D_TSS_ALPHA_OP,
WINED3D_TSS_BUMPENV_LOFFSET,
WINED3D_TSS_BUMPENV_LSCALE,
WINED3D_TSS_BUMPENV_MAT00,
WINED3D_TSS_BUMPENV_MAT01,
WINED3D_TSS_BUMPENV_MAT10,
WINED3D_TSS_BUMPENV_MAT11,
WINED3D_TSS_COLOR_ARG0,
WINED3D_TSS_COLOR_ARG1,
WINED3D_TSS_COLOR_ARG2,
WINED3D_TSS_COLOR_OP,
WINED3D_TSS_RESULT_ARG,
WINED3D_TSS_TEXCOORD_INDEX,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
};
static const DWORD pixel_states_sampler[] =
{
WINED3D_SAMP_ADDRESS_U,
WINED3D_SAMP_ADDRESS_V,
WINED3D_SAMP_ADDRESS_W,
WINED3D_SAMP_BORDER_COLOR,
WINED3D_SAMP_MAG_FILTER,
WINED3D_SAMP_MIN_FILTER,
WINED3D_SAMP_MIP_FILTER,
WINED3D_SAMP_MIPMAP_LOD_BIAS,
WINED3D_SAMP_MAX_MIP_LEVEL,
WINED3D_SAMP_MAX_ANISOTROPY,
WINED3D_SAMP_SRGB_TEXTURE,
WINED3D_SAMP_ELEMENT_INDEX,
};
static const DWORD vertex_states_render[] =
{
WINED3D_RS_ADAPTIVETESS_W,
WINED3D_RS_ADAPTIVETESS_X,
WINED3D_RS_ADAPTIVETESS_Y,
WINED3D_RS_ADAPTIVETESS_Z,
WINED3D_RS_AMBIENT,
WINED3D_RS_AMBIENTMATERIALSOURCE,
WINED3D_RS_CLIPPING,
WINED3D_RS_CLIPPLANEENABLE,
WINED3D_RS_COLORVERTEX,
WINED3D_RS_CULLMODE,
WINED3D_RS_DIFFUSEMATERIALSOURCE,
WINED3D_RS_EMISSIVEMATERIALSOURCE,
WINED3D_RS_ENABLEADAPTIVETESSELLATION,
WINED3D_RS_FOGCOLOR,
WINED3D_RS_FOGDENSITY,
WINED3D_RS_FOGENABLE,
WINED3D_RS_FOGEND,
WINED3D_RS_FOGSTART,
WINED3D_RS_FOGTABLEMODE,
WINED3D_RS_FOGVERTEXMODE,
WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
WINED3D_RS_LIGHTING,
WINED3D_RS_LOCALVIEWER,
WINED3D_RS_MAXTESSELLATIONLEVEL,
WINED3D_RS_MINTESSELLATIONLEVEL,
WINED3D_RS_MULTISAMPLEANTIALIAS,
WINED3D_RS_MULTISAMPLEMASK,
WINED3D_RS_NORMALDEGREE,
WINED3D_RS_NORMALIZENORMALS,
WINED3D_RS_PATCHEDGESTYLE,
WINED3D_RS_POINTSCALE_A,
WINED3D_RS_POINTSCALE_B,
WINED3D_RS_POINTSCALE_C,
WINED3D_RS_POINTSCALEENABLE,
WINED3D_RS_POINTSIZE,
WINED3D_RS_POINTSIZE_MAX,
WINED3D_RS_POINTSIZE_MIN,
WINED3D_RS_POINTSPRITEENABLE,
WINED3D_RS_POSITIONDEGREE,
WINED3D_RS_RANGEFOGENABLE,
WINED3D_RS_SHADEMODE,
WINED3D_RS_SPECULARENABLE,
WINED3D_RS_SPECULARMATERIALSOURCE,
WINED3D_RS_TWEENFACTOR,
WINED3D_RS_VERTEXBLEND,
};
static const DWORD vertex_states_texture[] =
{
WINED3D_TSS_TEXCOORD_INDEX,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
};
static const DWORD vertex_states_sampler[] =
{
WINED3D_SAMP_DMAP_OFFSET,
};
static inline void stateblock_set_all_bits(uint32_t *map, UINT map_size)
{
DWORD mask = (1u << (map_size & 0x1f)) - 1;
memset(map, 0xff, (map_size >> 5) * sizeof(*map));
if (mask) map[map_size >> 5] = mask;
}
/* Set all members of a stateblock savedstate to the given value */
static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
{
unsigned int i;
states->indices = 1;
states->material = 1;
states->viewport = 1;
states->vertexDecl = 1;
states->pixelShader = 1;
states->vertexShader = 1;
states->scissorRect = 1;
states->alpha_to_coverage = 1;
states->lights = 1;
states->transforms = 1;
states->streamSource = 0xffff;
states->streamFreq = 0xffff;
states->textures = 0xfffff;
stateblock_set_all_bits(states->transform, WINED3D_HIGHEST_TRANSFORM_STATE + 1);
stateblock_set_all_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
states->clipplane = wined3d_mask_from_size(WINED3D_MAX_CLIP_DISTANCES);
states->pixelShaderConstantsB = 0xffff;
states->pixelShaderConstantsI = 0xffff;
states->vertexShaderConstantsB = 0xffff;
states->vertexShaderConstantsI = 0xffff;
memset(states->ps_consts_f, 0xffu, sizeof(states->ps_consts_f));
memset(states->vs_consts_f, 0xffu, sizeof(states->vs_consts_f));
}
static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
{
DWORD texture_mask = 0;
WORD sampler_mask = 0;
unsigned int i;
states->pixelShader = 1;
for (i = 0; i < ARRAY_SIZE(pixel_states_render); ++i)
{
DWORD rs = pixel_states_render[i];
states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
}
for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i)
texture_mask |= 1u << pixel_states_texture[i];
for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) states->textureState[i] = texture_mask;
for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i)
sampler_mask |= 1u << pixel_states_sampler[i];
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
states->pixelShaderConstantsB = 0xffff;
states->pixelShaderConstantsI = 0xffff;
memset(states->ps_consts_f, 0xffu, sizeof(states->ps_consts_f));
}
static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
{
DWORD texture_mask = 0;
WORD sampler_mask = 0;
unsigned int i;
states->vertexDecl = 1;
states->vertexShader = 1;
states->alpha_to_coverage = 1;
states->lights = 1;
for (i = 0; i < ARRAY_SIZE(vertex_states_render); ++i)
{
DWORD rs = vertex_states_render[i];
states->renderState[rs >> 5] |= 1u << (rs & 0x1f);
}
for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i)
texture_mask |= 1u << vertex_states_texture[i];
for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) states->textureState[i] = texture_mask;
for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i)
sampler_mask |= 1u << vertex_states_sampler[i];
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
states->vertexShaderConstantsB = 0xffff;
states->vertexShaderConstantsI = 0xffff;
memset(states->vs_consts_f, 0xffu, sizeof(states->vs_consts_f));
}
void CDECL wined3d_stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
{
unsigned int i, j;
for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
{
DWORD map = stateblock->changed.renderState[i];
for (j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
++stateblock->num_contained_render_states;
}
}
for (i = 0; i <= WINED3D_HIGHEST_TRANSFORM_STATE >> 5; ++i)
{
DWORD map = stateblock->changed.transform[i];
for (j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
++stateblock->num_contained_transform_states;
}
}
for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
{
DWORD map = stateblock->changed.textureState[i];
for(j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
++stateblock->num_contained_tss_states;
}
}
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
DWORD map = stateblock->changed.samplerState[i];
for (j = 0; map; map >>= 1, ++j)
{
if (!(map & 1)) continue;
stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
++stateblock->num_contained_sampler_states;
}
}
}
static void stateblock_init_lights(struct wined3d_stateblock *stateblock, const struct rb_tree *src_tree)
{
struct rb_tree *dst_tree = &stateblock->stateblock_state.light_state->lights_tree;
struct wined3d_light_info *src_light;
RB_FOR_EACH_ENTRY(src_light, src_tree, struct wined3d_light_info, entry)
{
struct wined3d_light_info *dst_light = malloc(sizeof(*dst_light));
*dst_light = *src_light;
rb_put(dst_tree, (void *)(ULONG_PTR)dst_light->OriginalIndex, &dst_light->entry);
dst_light->changed = true;
list_add_tail(&stateblock->changed.changed_lights, &dst_light->changed_entry);
}
}
ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
{
unsigned int refcount = InterlockedIncrement(&stateblock->ref);
TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
return refcount;
}
void state_unbind_resources(struct wined3d_state *state)
{
struct wined3d_unordered_access_view *uav;
struct wined3d_shader_resource_view *srv;
struct wined3d_vertex_declaration *decl;
struct wined3d_blend_state *blend_state;
struct wined3d_rendertarget_view *rtv;
struct wined3d_sampler *sampler;
struct wined3d_buffer *buffer;
struct wined3d_shader *shader;
unsigned int i, j;
if ((decl = state->vertex_declaration))
{
state->vertex_declaration = NULL;
wined3d_vertex_declaration_decref(decl);
}
for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
{
if ((buffer = state->stream_output[i].buffer))
{
state->stream_output[i].buffer = NULL;
wined3d_buffer_decref(buffer);
}
}
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
{
if ((buffer = state->streams[i].buffer))
{
state->streams[i].buffer = NULL;
wined3d_buffer_decref(buffer);
}
}
if ((buffer = state->index_buffer))
{
state->index_buffer = NULL;
wined3d_buffer_decref(buffer);
}
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
if ((shader = state->shader[i]))
{
state->shader[i] = NULL;
wined3d_shader_decref(shader);
}
for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
{
if ((buffer = state->cb[i][j].buffer))
{
state->cb[i][j].buffer = NULL;
wined3d_buffer_decref(buffer);
}
}
for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
{
if ((sampler = state->sampler[i][j]))
{
state->sampler[i][j] = NULL;
wined3d_sampler_decref(sampler);
}
}
for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
{
if ((srv = state->shader_resource_view[i][j]))
{
state->shader_resource_view[i][j] = NULL;
wined3d_srv_bind_count_dec(srv);
wined3d_shader_resource_view_decref(srv);
}
}
}
for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
{
for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
{
if ((uav = state->unordered_access_view[i][j]))
{
state->unordered_access_view[i][j] = NULL;
wined3d_unordered_access_view_decref(uav);
}
}
}
if ((blend_state = state->blend_state))
{
state->blend_state = NULL;
wined3d_blend_state_decref(blend_state);
}
for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
{
if ((rtv = state->fb.render_targets[i]))
{
state->fb.render_targets[i] = NULL;
wined3d_rendertarget_view_decref(rtv);
}
}
if ((rtv = state->fb.depth_stencil))
{
state->fb.depth_stencil = NULL;
wined3d_rendertarget_view_decref(rtv);
}
}
static void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state)
{
struct wined3d_light_info *light, *cursor;
struct wined3d_vertex_declaration *decl;
struct wined3d_texture *texture;
struct wined3d_buffer *buffer;
struct wined3d_shader *shader;
unsigned int i;
if ((decl = state->vertex_declaration))
{
state->vertex_declaration = NULL;
wined3d_vertex_declaration_decref(decl);
}
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
{
if ((buffer = state->streams[i].buffer))
{
state->streams[i].buffer = NULL;
wined3d_buffer_decref(buffer);
}
}
if ((buffer = state->index_buffer))
{
state->index_buffer = NULL;
wined3d_buffer_decref(buffer);
}
if ((shader = state->vs))
{
state->vs = NULL;
wined3d_shader_decref(shader);
}
if ((shader = state->ps))
{
state->ps = NULL;
wined3d_shader_decref(shader);
}
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
if ((texture = state->textures[i]))
{
state->textures[i] = NULL;
wined3d_texture_decref(texture);
}
}
RB_FOR_EACH_ENTRY_DESTRUCTOR(light, cursor, &state->light_state->lights_tree, struct wined3d_light_info, entry)
{
if (light->changed)
list_remove(&light->changed_entry);
rb_remove(&state->light_state->lights_tree, &light->entry);
free(light);
}
}
void state_cleanup(struct wined3d_state *state)
{
struct wined3d_light_info *light, *cursor;
unsigned int i;
if (!(state->flags & WINED3D_STATE_NO_REF))
state_unbind_resources(state);
for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
{
state->light_state.lights[i] = NULL;
}
RB_FOR_EACH_ENTRY_DESTRUCTOR(light, cursor, &state->light_state.lights_tree, struct wined3d_light_info, entry)
{
if (light->changed)
list_remove(&light->changed_entry);
rb_remove(&state->light_state.lights_tree, &light->entry);
free(light);
}
}
ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
{
unsigned int refcount = InterlockedDecrement(&stateblock->ref);
TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
if (!refcount)
{
wined3d_mutex_lock();
wined3d_stateblock_state_cleanup(&stateblock->stateblock_state);
free(stateblock);
wined3d_mutex_unlock();
}
return refcount;
}
struct wined3d_light_info *wined3d_light_state_get_light(const struct wined3d_light_state *state, unsigned int idx)
{
struct rb_entry *entry;
if (!(entry = rb_get(&state->lights_tree, (void *)(ULONG_PTR)idx)))
return NULL;
return RB_ENTRY_VALUE(entry, struct wined3d_light_info, entry);
}
static void set_light_changed(struct wined3d_stateblock *stateblock, struct wined3d_light_info *light_info)
{
if (!light_info->changed)
{
list_add_tail(&stateblock->changed.changed_lights, &light_info->changed_entry);
light_info->changed = true;
}
stateblock->changed.lights = 1;
}
HRESULT wined3d_light_state_set_light(struct wined3d_light_state *state, DWORD light_idx,
const struct wined3d_light *params, struct wined3d_light_info **light_info)
{
struct wined3d_light_info *object;
if (!(object = wined3d_light_state_get_light(state, light_idx)))
{
TRACE("Adding new light.\n");
if (!(object = calloc(1, sizeof(*object))))
{
ERR("Failed to allocate light info.\n");
return E_OUTOFMEMORY;
}
object->glIndex = -1;
object->OriginalIndex = light_idx;
rb_put(&state->lights_tree, (void *)(ULONG_PTR)light_idx, &object->entry);
}
object->OriginalParms = *params;
*light_info = object;
return WINED3D_OK;
}
bool wined3d_light_state_enable_light(struct wined3d_light_state *state, const struct wined3d_d3d_info *d3d_info,
struct wined3d_light_info *light_info, BOOL enable)
{
unsigned int light_count, i;
if (!(light_info->enabled = enable))
{
if (light_info->glIndex == -1)
{
TRACE("Light already disabled, nothing to do.\n");
return false;
}
state->lights[light_info->glIndex] = NULL;
light_info->glIndex = -1;
return true;
}
if (light_info->glIndex != -1)
{
TRACE("Light already enabled, nothing to do.\n");
return false;
}
/* Find a free light. */
light_count = d3d_info->limits.active_light_count;
for (i = 0; i < light_count; ++i)
{
if (state->lights[i])
continue;
state->lights[i] = light_info;
light_info->glIndex = i;
return true;
}
/* Our tests show that Windows returns D3D_OK in this situation, even with
* D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices.
* This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns
* TRUE * as well for those lights.
*
* TODO: Test how this affects rendering. */
WARN("Too many concurrently active lights.\n");
return false;
}
static void wined3d_state_record_lights(struct wined3d_light_state *dst_state,
const struct wined3d_light_state *src_state)
{
const struct wined3d_light_info *src;
struct wined3d_light_info *dst;
/* 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. */
RB_FOR_EACH_ENTRY(dst, &dst_state->lights_tree, struct wined3d_light_info, entry)
{
if ((src = wined3d_light_state_get_light(src_state, dst->OriginalIndex)))
{
dst->OriginalParms = src->OriginalParms;
if (src->glIndex == -1 && dst->glIndex != -1)
{
/* Light disabled. */
dst_state->lights[dst->glIndex] = NULL;
}
else if (src->glIndex != -1 && dst->glIndex == -1)
{
/* Light enabled. */
dst_state->lights[src->glIndex] = dst;
}
dst->glIndex = src->glIndex;
}
else
{
/* This can happen if the light was originally created as a
* default light for SetLightEnable() while recording. */
WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
dst->OriginalIndex, dst_state, src_state);
dst->OriginalParms = WINED3D_default_light;
if (dst->glIndex != -1)
{
dst_state->lights[dst->glIndex] = NULL;
dst->glIndex = -1;
}
}
}
}
void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock,
const struct wined3d_stateblock *device_state)
{
const struct wined3d_stateblock_state *state = &device_state->stateblock_state;
struct wined3d_range range;
unsigned int i, start;
uint32_t map;
TRACE("stateblock %p, device_state %p.\n", stateblock, device_state);
if (stateblock->changed.vertexShader && stateblock->stateblock_state.vs != state->vs)
{
TRACE("Updating vertex shader from %p to %p.\n", stateblock->stateblock_state.vs, state->vs);
if (state->vs)
wined3d_shader_incref(state->vs);
if (stateblock->stateblock_state.vs)
wined3d_shader_decref(stateblock->stateblock_state.vs);
stateblock->stateblock_state.vs = state->vs;
}
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(stateblock->changed.vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range))
break;
memcpy(&stateblock->stateblock_state.vs_consts_f[range.offset], &state->vs_consts_f[range.offset],
sizeof(*state->vs_consts_f) * range.size);
}
map = stateblock->changed.vertexShaderConstantsI;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
break;
memcpy(&stateblock->stateblock_state.vs_consts_i[range.offset], &state->vs_consts_i[range.offset],
sizeof(*state->vs_consts_i) * range.size);
}
map = stateblock->changed.vertexShaderConstantsB;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
break;
memcpy(&stateblock->stateblock_state.vs_consts_b[range.offset], &state->vs_consts_b[range.offset],
sizeof(*state->vs_consts_b) * range.size);
}
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(stateblock->changed.ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range))
break;
memcpy(&stateblock->stateblock_state.ps_consts_f[range.offset], &state->ps_consts_f[range.offset],
sizeof(*state->ps_consts_f) * range.size);
}
map = stateblock->changed.pixelShaderConstantsI;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
break;
memcpy(&stateblock->stateblock_state.ps_consts_i[range.offset], &state->ps_consts_i[range.offset],
sizeof(*state->ps_consts_i) * range.size);
}
map = stateblock->changed.pixelShaderConstantsB;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
break;
memcpy(&stateblock->stateblock_state.ps_consts_b[range.offset], &state->ps_consts_b[range.offset],
sizeof(*state->ps_consts_b) * range.size);
}
if (stateblock->changed.transforms)
{
for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{
enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
TRACE("Updating transform %#x.\n", transform);
stateblock->stateblock_state.transforms[transform] = state->transforms[transform];
}
}
if (stateblock->changed.indices
&& ((stateblock->stateblock_state.index_buffer != state->index_buffer)
|| (stateblock->stateblock_state.base_vertex_index != state->base_vertex_index)
|| (stateblock->stateblock_state.index_format != state->index_format)))
{
TRACE("Updating index buffer to %p, base vertex index to %d.\n",
state->index_buffer, state->base_vertex_index);
if (state->index_buffer)
wined3d_buffer_incref(state->index_buffer);
if (stateblock->stateblock_state.index_buffer)
wined3d_buffer_decref(stateblock->stateblock_state.index_buffer);
stateblock->stateblock_state.index_buffer = state->index_buffer;
stateblock->stateblock_state.base_vertex_index = state->base_vertex_index;
stateblock->stateblock_state.index_format = state->index_format;
}
if (stateblock->changed.vertexDecl && stateblock->stateblock_state.vertex_declaration != state->vertex_declaration)
{
TRACE("Updating vertex declaration from %p to %p.\n",
stateblock->stateblock_state.vertex_declaration, state->vertex_declaration);
if (state->vertex_declaration)
wined3d_vertex_declaration_incref(state->vertex_declaration);
if (stateblock->stateblock_state.vertex_declaration)
wined3d_vertex_declaration_decref(stateblock->stateblock_state.vertex_declaration);
stateblock->stateblock_state.vertex_declaration = state->vertex_declaration;
}
if (stateblock->changed.material
&& memcmp(&state->material, &stateblock->stateblock_state.material,
sizeof(stateblock->stateblock_state.material)))
{
TRACE("Updating material.\n");
stateblock->stateblock_state.material = state->material;
}
if (stateblock->changed.viewport
&& memcmp(&state->viewport, &stateblock->stateblock_state.viewport, sizeof(state->viewport)))
{
TRACE("Updating viewport.\n");
stateblock->stateblock_state.viewport = state->viewport;
}
if (stateblock->changed.scissorRect
&& memcmp(&state->scissor_rect, &stateblock->stateblock_state.scissor_rect, sizeof(state->scissor_rect)))
{
TRACE("Updating scissor rect.\n");
stateblock->stateblock_state.scissor_rect = state->scissor_rect;
}
map = stateblock->changed.streamSource;
while (map)
{
i = wined3d_bit_scan(&map);
if (stateblock->stateblock_state.streams[i].stride != state->streams[i].stride
|| stateblock->stateblock_state.streams[i].offset != state->streams[i].offset
|| stateblock->stateblock_state.streams[i].buffer != state->streams[i].buffer)
{
TRACE("stateblock %p, stream source %u, buffer %p, stride %u, offset %u.\n",
stateblock, i, state->streams[i].buffer, state->streams[i].stride,
state->streams[i].offset);
stateblock->stateblock_state.streams[i].stride = state->streams[i].stride;
if (stateblock->changed.store_stream_offset)
stateblock->stateblock_state.streams[i].offset = state->streams[i].offset;
if (state->streams[i].buffer)
wined3d_buffer_incref(state->streams[i].buffer);
if (stateblock->stateblock_state.streams[i].buffer)
wined3d_buffer_decref(stateblock->stateblock_state.streams[i].buffer);
stateblock->stateblock_state.streams[i].buffer = state->streams[i].buffer;
}
}
map = stateblock->changed.streamFreq;
while (map)
{
i = wined3d_bit_scan(&map);
if (stateblock->stateblock_state.streams[i].frequency != state->streams[i].frequency
|| stateblock->stateblock_state.streams[i].flags != state->streams[i].flags)
{
TRACE("Updating stream frequency %u to %u flags to %#x.\n",
i, state->streams[i].frequency, state->streams[i].flags);
stateblock->stateblock_state.streams[i].frequency = state->streams[i].frequency;
stateblock->stateblock_state.streams[i].flags = state->streams[i].flags;
}
}
map = stateblock->changed.clipplane;
while (map)
{
i = wined3d_bit_scan(&map);
if (memcmp(&stateblock->stateblock_state.clip_planes[i], &state->clip_planes[i], sizeof(state->clip_planes[i])))
{
TRACE("Updating clipplane %u.\n", i);
stateblock->stateblock_state.clip_planes[i] = state->clip_planes[i];
}
}
/* Render */
for (i = 0; i < stateblock->num_contained_render_states; ++i)
{
enum wined3d_render_state rs = stateblock->contained_render_states[i];
TRACE("Updating render state %#x to %u.\n", rs, state->rs[rs]);
stateblock->stateblock_state.rs[rs] = state->rs[rs];
}
/* Texture states */
for (i = 0; i < stateblock->num_contained_tss_states; ++i)
{
unsigned int stage = stateblock->contained_tss_states[i].stage;
unsigned int texture_state = stateblock->contained_tss_states[i].state;
TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, texture_state,
state->texture_states[stage][texture_state],
stateblock->stateblock_state.texture_states[stage][texture_state]);
stateblock->stateblock_state.texture_states[stage][texture_state] = state->texture_states[stage][texture_state];
}
/* Samplers */
map = stateblock->changed.textures;
while (map)
{
i = wined3d_bit_scan(&map);
TRACE("Updating texture %u to %p (was %p).\n",
i, state->textures[i], stateblock->stateblock_state.textures[i]);
if (state->textures[i])
wined3d_texture_incref(state->textures[i]);
if (stateblock->stateblock_state.textures[i])
wined3d_texture_decref(stateblock->stateblock_state.textures[i]);
stateblock->stateblock_state.textures[i] = state->textures[i];
}
for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
{
unsigned int stage = stateblock->contained_sampler_states[i].stage;
unsigned int sampler_state = stateblock->contained_sampler_states[i].state;
TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, sampler_state,
state->sampler_states[stage][sampler_state],
stateblock->stateblock_state.sampler_states[stage][sampler_state]);
stateblock->stateblock_state.sampler_states[stage][sampler_state] = state->sampler_states[stage][sampler_state];
}
if (stateblock->changed.pixelShader && stateblock->stateblock_state.ps != state->ps)
{
if (state->ps)
wined3d_shader_incref(state->ps);
if (stateblock->stateblock_state.ps)
wined3d_shader_decref(stateblock->stateblock_state.ps);
stateblock->stateblock_state.ps = state->ps;
}
if (stateblock->changed.lights)
wined3d_state_record_lights(stateblock->stateblock_state.light_state, state->light_state);
if (stateblock->changed.alpha_to_coverage)
stateblock->stateblock_state.alpha_to_coverage = state->alpha_to_coverage;
TRACE("Capture done.\n");
}
void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock,
struct wined3d_stateblock *device_state)
{
const struct wined3d_stateblock_state *state = &stateblock->stateblock_state;
struct wined3d_range range;
unsigned int i, start;
uint32_t map;
TRACE("stateblock %p, device_state %p.\n", stateblock, device_state);
if (stateblock->changed.vertexShader)
wined3d_stateblock_set_vertex_shader(device_state, state->vs);
if (stateblock->changed.pixelShader)
wined3d_stateblock_set_pixel_shader(device_state, state->ps);
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(stateblock->changed.vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range))
break;
wined3d_stateblock_set_vs_consts_f(device_state, range.offset, range.size, &state->vs_consts_f[range.offset]);
}
map = stateblock->changed.vertexShaderConstantsI;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
break;
wined3d_stateblock_set_vs_consts_i(device_state, range.offset, range.size, &state->vs_consts_i[range.offset]);
}
map = stateblock->changed.vertexShaderConstantsB;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
break;
wined3d_stateblock_set_vs_consts_b(device_state, range.offset, range.size, &state->vs_consts_b[range.offset]);
}
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(stateblock->changed.ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range))
break;
wined3d_stateblock_set_ps_consts_f(device_state, range.offset, range.size, &state->ps_consts_f[range.offset]);
}
map = stateblock->changed.pixelShaderConstantsI;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
break;
wined3d_stateblock_set_ps_consts_i(device_state, range.offset, range.size, &state->ps_consts_i[range.offset]);
}
map = stateblock->changed.pixelShaderConstantsB;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
break;
wined3d_stateblock_set_ps_consts_b(device_state, range.offset, range.size, &state->ps_consts_b[range.offset]);
}
if (stateblock->changed.transforms)
{
for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{
enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
wined3d_stateblock_set_transform(device_state, transform, &state->transforms[transform]);
}
}
if (stateblock->changed.lights)
{
const struct wined3d_light_info *light;
LIST_FOR_EACH_ENTRY(light, &stateblock->changed.changed_lights, struct wined3d_light_info, changed_entry)
{
wined3d_stateblock_set_light(device_state, light->OriginalIndex, &light->OriginalParms);
wined3d_stateblock_set_light_enable(device_state, light->OriginalIndex, light->glIndex != -1);
}
}
if (stateblock->changed.alpha_to_coverage)
{
device_state->stateblock_state.alpha_to_coverage = state->alpha_to_coverage;
device_state->changed.alpha_to_coverage = 1;
}
/* Render states. */
for (i = 0; i < stateblock->num_contained_render_states; ++i)
{
enum wined3d_render_state rs = stateblock->contained_render_states[i];
wined3d_stateblock_set_render_state(device_state, rs, state->rs[rs]);
}
/* Texture states. */
for (i = 0; i < stateblock->num_contained_tss_states; ++i)
{
DWORD stage = stateblock->contained_tss_states[i].stage;
DWORD texture_state = stateblock->contained_tss_states[i].state;
wined3d_stateblock_set_texture_stage_state(device_state, stage, texture_state,
state->texture_states[stage][texture_state]);
}
/* Sampler states. */
for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
{
DWORD stage = stateblock->contained_sampler_states[i].stage;
DWORD sampler_state = stateblock->contained_sampler_states[i].state;
wined3d_stateblock_set_sampler_state(device_state, stage, sampler_state,
state->sampler_states[stage][sampler_state]);
}
if (stateblock->changed.indices)
{
wined3d_stateblock_set_index_buffer(device_state, state->index_buffer, state->index_format);
wined3d_stateblock_set_base_vertex_index(device_state, state->base_vertex_index);
}
if (stateblock->changed.vertexDecl && state->vertex_declaration)
wined3d_stateblock_set_vertex_declaration(device_state, state->vertex_declaration);
if (stateblock->changed.material)
wined3d_stateblock_set_material(device_state, &state->material);
if (stateblock->changed.viewport)
wined3d_stateblock_set_viewport(device_state, &state->viewport);
if (stateblock->changed.scissorRect)
wined3d_stateblock_set_scissor_rect(device_state, &state->scissor_rect);
map = stateblock->changed.streamSource;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_stateblock_set_stream_source(device_state, i, state->streams[i].buffer,
state->streams[i].offset, state->streams[i].stride);
}
map = stateblock->changed.streamFreq;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_stateblock_set_stream_source_freq(device_state, i,
state->streams[i].frequency | state->streams[i].flags);
}
map = stateblock->changed.textures;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_stateblock_set_texture(device_state, i, state->textures[i]);
}
map = stateblock->changed.clipplane;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_stateblock_set_clip_plane(device_state, i, &state->clip_planes[i]);
}
TRACE("Applied stateblock %p.\n", stateblock);
}
void CDECL wined3d_stateblock_set_vertex_shader(struct wined3d_stateblock *stateblock, struct wined3d_shader *shader)
{
TRACE("stateblock %p, shader %p.\n", stateblock, shader);
if (shader)
wined3d_shader_incref(shader);
if (stateblock->stateblock_state.vs)
wined3d_shader_decref(stateblock->stateblock_state.vs);
stateblock->stateblock_state.vs = shader;
stateblock->changed.vertexShader = TRUE;
}
static void wined3d_bitmap_set_bits(uint32_t *bitmap, unsigned int start, unsigned int count)
{
const unsigned int word_bit_count = sizeof(*bitmap) * CHAR_BIT;
const unsigned int shift = start % word_bit_count;
uint32_t mask, last_mask;
unsigned int mask_size;
bitmap += start / word_bit_count;
mask = ~0u << shift;
mask_size = word_bit_count - shift;
last_mask = (1u << (start + count) % word_bit_count) - 1;
if (mask_size <= count)
{
*bitmap |= mask;
++bitmap;
count -= mask_size;
mask = ~0u;
}
if (count >= word_bit_count)
{
memset(bitmap, 0xffu, count / word_bit_count * sizeof(*bitmap));
bitmap += count / word_bit_count;
count = count % word_bit_count;
}
if (count)
*bitmap |= mask & last_mask;
}
HRESULT CDECL wined3d_stateblock_set_vs_consts_f(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
{
const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
stateblock, start_idx, count, constants);
if (!constants || !wined3d_bound_range(start_idx, count, d3d_info->limits.vs_uniform_count))
return WINED3DERR_INVALIDCALL;
memcpy(&stateblock->stateblock_state.vs_consts_f[start_idx], constants, count * sizeof(*constants));
wined3d_bitmap_set_bits(stateblock->changed.vs_consts_f, start_idx, count);
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_set_vs_consts_i(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
{
unsigned int i;
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
stateblock, start_idx, count, constants);
if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
return WINED3DERR_INVALIDCALL;
if (count > WINED3D_MAX_CONSTS_I - start_idx)
count = WINED3D_MAX_CONSTS_I - start_idx;
memcpy(&stateblock->stateblock_state.vs_consts_i[start_idx], constants, count * sizeof(*constants));
for (i = start_idx; i < count + start_idx; ++i)
stateblock->changed.vertexShaderConstantsI |= (1u << i);
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_set_vs_consts_b(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, const BOOL *constants)
{
unsigned int i;
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
stateblock, start_idx, count, constants);
if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
return WINED3DERR_INVALIDCALL;
if (count > WINED3D_MAX_CONSTS_B - start_idx)
count = WINED3D_MAX_CONSTS_B - start_idx;
memcpy(&stateblock->stateblock_state.vs_consts_b[start_idx], constants, count * sizeof(*constants));
for (i = start_idx; i < count + start_idx; ++i)
stateblock->changed.vertexShaderConstantsB |= (1u << i);
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_get_vs_consts_f(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
{
const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants);
if (!constants || !wined3d_bound_range(start_idx, count, d3d_info->limits.vs_uniform_count))
return WINED3DERR_INVALIDCALL;
memcpy(constants, &stateblock->stateblock_state.vs_consts_f[start_idx], count * sizeof(*constants));
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_get_vs_consts_i(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
{
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants);
if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
return WINED3DERR_INVALIDCALL;
if (count > WINED3D_MAX_CONSTS_I - start_idx)
count = WINED3D_MAX_CONSTS_I - start_idx;
memcpy(constants, &stateblock->stateblock_state.vs_consts_i[start_idx], count * sizeof(*constants));
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_get_vs_consts_b(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, BOOL *constants)
{
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants);
if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
return WINED3DERR_INVALIDCALL;
if (count > WINED3D_MAX_CONSTS_B - start_idx)
count = WINED3D_MAX_CONSTS_B - start_idx;
memcpy(constants, &stateblock->stateblock_state.vs_consts_b[start_idx], count * sizeof(*constants));
return WINED3D_OK;
}
void CDECL wined3d_stateblock_set_pixel_shader(struct wined3d_stateblock *stateblock, struct wined3d_shader *shader)
{
TRACE("stateblock %p, shader %p.\n", stateblock, shader);
if (shader)
wined3d_shader_incref(shader);
if (stateblock->stateblock_state.ps)
wined3d_shader_decref(stateblock->stateblock_state.ps);
stateblock->stateblock_state.ps = shader;
stateblock->changed.pixelShader = TRUE;
}
HRESULT CDECL wined3d_stateblock_set_ps_consts_f(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
{
const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
stateblock, start_idx, count, constants);
if (!constants || !wined3d_bound_range(start_idx, count, d3d_info->limits.ps_uniform_count))
return WINED3DERR_INVALIDCALL;
memcpy(&stateblock->stateblock_state.ps_consts_f[start_idx], constants, count * sizeof(*constants));
wined3d_bitmap_set_bits(stateblock->changed.ps_consts_f, start_idx, count);
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_set_ps_consts_i(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
{
unsigned int i;
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
stateblock, start_idx, count, constants);
if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
return WINED3DERR_INVALIDCALL;
if (count > WINED3D_MAX_CONSTS_I - start_idx)
count = WINED3D_MAX_CONSTS_I - start_idx;
memcpy(&stateblock->stateblock_state.ps_consts_i[start_idx], constants, count * sizeof(*constants));
for (i = start_idx; i < count + start_idx; ++i)
stateblock->changed.pixelShaderConstantsI |= (1u << i);
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_set_ps_consts_b(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, const BOOL *constants)
{
unsigned int i;
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n",
stateblock, start_idx, count, constants);
if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
return WINED3DERR_INVALIDCALL;
if (count > WINED3D_MAX_CONSTS_B - start_idx)
count = WINED3D_MAX_CONSTS_B - start_idx;
memcpy(&stateblock->stateblock_state.ps_consts_b[start_idx], constants, count * sizeof(*constants));
for (i = start_idx; i < count + start_idx; ++i)
stateblock->changed.pixelShaderConstantsB |= (1u << i);
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_get_ps_consts_f(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
{
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants);
if (!constants || !wined3d_bound_range(start_idx, count, WINED3D_MAX_PS_CONSTS_F))
return WINED3DERR_INVALIDCALL;
memcpy(constants, &stateblock->stateblock_state.ps_consts_f[start_idx], count * sizeof(*constants));
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_get_ps_consts_i(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
{
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants);
if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
return WINED3DERR_INVALIDCALL;
if (count > WINED3D_MAX_CONSTS_I - start_idx)
count = WINED3D_MAX_CONSTS_I - start_idx;
memcpy(constants, &stateblock->stateblock_state.ps_consts_i[start_idx], count * sizeof(*constants));
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_get_ps_consts_b(struct wined3d_stateblock *stateblock,
unsigned int start_idx, unsigned int count, BOOL *constants)
{
TRACE("stateblock %p, start_idx %u, count %u, constants %p.\n", stateblock, start_idx, count, constants);
if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
return WINED3DERR_INVALIDCALL;
if (count > WINED3D_MAX_CONSTS_B - start_idx)
count = WINED3D_MAX_CONSTS_B - start_idx;
memcpy(constants, &stateblock->stateblock_state.ps_consts_b[start_idx], count * sizeof(*constants));
return WINED3D_OK;
}
void CDECL wined3d_stateblock_set_vertex_declaration(struct wined3d_stateblock *stateblock,
struct wined3d_vertex_declaration *declaration)
{
TRACE("stateblock %p, declaration %p.\n", stateblock, declaration);
if (declaration)
wined3d_vertex_declaration_incref(declaration);
if (stateblock->stateblock_state.vertex_declaration)
wined3d_vertex_declaration_decref(stateblock->stateblock_state.vertex_declaration);
stateblock->stateblock_state.vertex_declaration = declaration;
stateblock->changed.vertexDecl = TRUE;
}
void CDECL wined3d_stateblock_set_render_state(struct wined3d_stateblock *stateblock,
enum wined3d_render_state state, unsigned int value)
{
TRACE("stateblock %p, state %s (%#x), value %#x.\n", stateblock, debug_d3drenderstate(state), state, value);
if (state > WINEHIGHEST_RENDER_STATE)
{
WARN("Unhandled render state %#x.\n", state);
return;
}
stateblock->stateblock_state.rs[state] = value;
stateblock->changed.renderState[state >> 5] |= 1u << (state & 0x1f);
if (state == WINED3D_RS_POINTSIZE
&& (value == WINED3D_ALPHA_TO_COVERAGE_ENABLE || value == WINED3D_ALPHA_TO_COVERAGE_DISABLE))
{
stateblock->changed.alpha_to_coverage = 1;
stateblock->stateblock_state.alpha_to_coverage = (value == WINED3D_ALPHA_TO_COVERAGE_ENABLE);
}
}
void CDECL wined3d_stateblock_set_sampler_state(struct wined3d_stateblock *stateblock,
UINT sampler_idx, enum wined3d_sampler_state state, unsigned int value)
{
TRACE("stateblock %p, sampler_idx %u, state %s, value %#x.\n",
stateblock, sampler_idx, debug_d3dsamplerstate(state), value);
if (sampler_idx >= ARRAY_SIZE(stateblock->stateblock_state.sampler_states))
{
WARN("Invalid sampler %u.\n", sampler_idx);
return;
}
stateblock->stateblock_state.sampler_states[sampler_idx][state] = value;
stateblock->changed.samplerState[sampler_idx] |= 1u << state;
}
void CDECL wined3d_stateblock_set_texture_stage_state(struct wined3d_stateblock *stateblock,
UINT stage, enum wined3d_texture_stage_state state, unsigned int value)
{
TRACE("stateblock %p, stage %u, state %s, value %#x.\n",
stateblock, stage, debug_d3dtexturestate(state), value);
if (state > WINED3D_HIGHEST_TEXTURE_STATE)
{
WARN("Invalid state %#x passed.\n", state);
return;
}
if (stage >= WINED3D_MAX_FFP_TEXTURES)
{
WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
stage, WINED3D_MAX_FFP_TEXTURES - 1);
return;
}
stateblock->stateblock_state.texture_states[stage][state] = value;
stateblock->changed.textureState[stage] |= 1u << state;
}
void CDECL wined3d_stateblock_set_texture(struct wined3d_stateblock *stateblock,
UINT stage, struct wined3d_texture *texture)
{
TRACE("stateblock %p, stage %u, texture %p.\n", stateblock, stage, texture);
if (stage >= ARRAY_SIZE(stateblock->stateblock_state.textures))
{
WARN("Ignoring invalid stage %u.\n", stage);
return;
}
if (texture)
wined3d_texture_incref(texture);
if (stateblock->stateblock_state.textures[stage])
wined3d_texture_decref(stateblock->stateblock_state.textures[stage]);
stateblock->stateblock_state.textures[stage] = texture;
stateblock->changed.textures |= 1u << stage;
}
void CDECL wined3d_stateblock_set_transform(struct wined3d_stateblock *stateblock,
enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
{
TRACE("stateblock %p, state %s, matrix %p.\n", stateblock, debug_d3dtstype(d3dts), matrix);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
stateblock->stateblock_state.transforms[d3dts] = *matrix;
stateblock->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f);
stateblock->changed.transforms = 1;
}
void CDECL wined3d_stateblock_multiply_transform(struct wined3d_stateblock *stateblock,
enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
{
struct wined3d_matrix *mat = &stateblock->stateblock_state.transforms[d3dts];
TRACE("stateblock %p, state %s, matrix %p.\n", stateblock, debug_d3dtstype(d3dts), matrix);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
multiply_matrix(mat, mat, matrix);
stateblock->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f);
stateblock->changed.transforms = 1;
}
HRESULT CDECL wined3d_stateblock_set_clip_plane(struct wined3d_stateblock *stateblock,
UINT plane_idx, const struct wined3d_vec4 *plane)
{
TRACE("stateblock %p, plane_idx %u, plane %p.\n", stateblock, plane_idx, plane);
if (plane_idx >= stateblock->device->adapter->d3d_info.limits.max_clip_distances)
{
TRACE("Application has requested clipplane this device doesn't support.\n");
return WINED3DERR_INVALIDCALL;
}
stateblock->stateblock_state.clip_planes[plane_idx] = *plane;
stateblock->changed.clipplane |= 1u << plane_idx;
return S_OK;
}
void CDECL wined3d_stateblock_set_material(struct wined3d_stateblock *stateblock,
const struct wined3d_material *material)
{
TRACE("stateblock %p, material %p.\n", stateblock, material);
stateblock->stateblock_state.material = *material;
stateblock->changed.material = TRUE;
}
void CDECL wined3d_stateblock_set_viewport(struct wined3d_stateblock *stateblock,
const struct wined3d_viewport *viewport)
{
TRACE("stateblock %p, viewport %p.\n", stateblock, viewport);
stateblock->stateblock_state.viewport = *viewport;
stateblock->changed.viewport = TRUE;
}
void CDECL wined3d_stateblock_set_scissor_rect(struct wined3d_stateblock *stateblock, const RECT *rect)
{
TRACE("stateblock %p, rect %s.\n", stateblock, wine_dbgstr_rect(rect));
stateblock->stateblock_state.scissor_rect = *rect;
stateblock->changed.scissorRect = TRUE;
}
void CDECL wined3d_stateblock_set_index_buffer(struct wined3d_stateblock *stateblock,
struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
{
TRACE("stateblock %p, buffer %p, format %s.\n", stateblock, buffer, debug_d3dformat(format_id));
if (buffer)
wined3d_buffer_incref(buffer);
if (stateblock->stateblock_state.index_buffer)
wined3d_buffer_decref(stateblock->stateblock_state.index_buffer);
stateblock->stateblock_state.index_buffer = buffer;
stateblock->stateblock_state.index_format = format_id;
stateblock->changed.indices = TRUE;
}
void CDECL wined3d_stateblock_set_base_vertex_index(struct wined3d_stateblock *stateblock, INT base_index)
{
TRACE("stateblock %p, base_index %d.\n", stateblock, base_index);
stateblock->stateblock_state.base_vertex_index = base_index;
}
HRESULT CDECL wined3d_stateblock_set_stream_source(struct wined3d_stateblock *stateblock,
UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride)
{
struct wined3d_stream_state *stream;
TRACE("stateblock %p, stream_idx %u, buffer %p, stride %u.\n",
stateblock, stream_idx, buffer, stride);
if (stream_idx >= WINED3D_MAX_STREAMS)
{
WARN("Stream index %u out of range.\n", stream_idx);
return WINED3DERR_INVALIDCALL;
}
stream = &stateblock->stateblock_state.streams[stream_idx];
if (buffer)
wined3d_buffer_incref(buffer);
if (stream->buffer)
wined3d_buffer_decref(stream->buffer);
stream->buffer = buffer;
stream->stride = stride;
stream->offset = offset;
stateblock->changed.streamSource |= 1u << stream_idx;
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_set_stream_source_freq(struct wined3d_stateblock *stateblock,
UINT stream_idx, UINT divider)
{
struct wined3d_stream_state *stream;
TRACE("stateblock %p, stream_idx %u, divider %#x.\n", stateblock, stream_idx, divider);
if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
{
WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
{
WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (!divider)
{
WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
stream = &stateblock->stateblock_state.streams[stream_idx];
stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
stream->frequency = divider & 0x7fffff;
stateblock->changed.streamFreq |= 1u << stream_idx;
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_set_light(struct wined3d_stateblock *stateblock,
UINT light_idx, const struct wined3d_light *light)
{
struct wined3d_light_info *object = NULL;
HRESULT hr;
TRACE("stateblock %p, light_idx %u, light %p.\n", stateblock, light_idx, light);
/* Check the parameter range. Need for speed most wanted sets junk lights
* which confuse the GL driver. */
if (!light)
return WINED3DERR_INVALIDCALL;
switch (light->type)
{
case WINED3D_LIGHT_POINT:
case WINED3D_LIGHT_SPOT:
case WINED3D_LIGHT_GLSPOT:
/* Incorrect attenuation values can cause the gl driver to crash.
* Happens with Need for speed most wanted. */
if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
{
WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
break;
case WINED3D_LIGHT_DIRECTIONAL:
case WINED3D_LIGHT_PARALLELPOINT:
/* Ignores attenuation */
break;
default:
WARN("Light type out of range, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (SUCCEEDED(hr = wined3d_light_state_set_light(stateblock->stateblock_state.light_state, light_idx, light, &object)))
set_light_changed(stateblock, object);
return hr;
}
HRESULT CDECL wined3d_stateblock_set_light_enable(struct wined3d_stateblock *stateblock, UINT light_idx, BOOL enable)
{
struct wined3d_light_state *light_state = stateblock->stateblock_state.light_state;
struct wined3d_light_info *light_info;
HRESULT hr;
TRACE("stateblock %p, light_idx %u, enable %#x.\n", stateblock, light_idx, enable);
if (!(light_info = wined3d_light_state_get_light(light_state, light_idx)))
{
if (FAILED(hr = wined3d_light_state_set_light(light_state, light_idx, &WINED3D_default_light, &light_info)))
return hr;
set_light_changed(stateblock, light_info);
}
if (wined3d_light_state_enable_light(light_state, &stateblock->device->adapter->d3d_info, light_info, enable))
set_light_changed(stateblock, light_info);
return S_OK;
}
const struct wined3d_stateblock_state * CDECL wined3d_stateblock_get_state(const struct wined3d_stateblock *stateblock)
{
return &stateblock->stateblock_state;
}
HRESULT CDECL wined3d_stateblock_get_light(const struct wined3d_stateblock *stateblock,
UINT light_idx, struct wined3d_light *light, BOOL *enabled)
{
struct wined3d_light_info *light_info;
if (!(light_info = wined3d_light_state_get_light(&stateblock->light_state, light_idx)))
{
TRACE("Light %u is not defined.\n", light_idx);
return WINED3DERR_INVALIDCALL;
}
*light = light_info->OriginalParms;
*enabled = light_info->enabled ? 128 : 0;
return WINED3D_OK;
}
static void init_default_render_states(unsigned int rs[WINEHIGHEST_RENDER_STATE + 1], const struct wined3d_d3d_info *d3d_info)
{
union
{
struct wined3d_line_pattern lp;
DWORD d;
} lp;
union
{
float f;
DWORD d;
} tmpfloat;
rs[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
rs[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
rs[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
lp.lp.repeat_factor = 0;
lp.lp.line_pattern = 0;
rs[WINED3D_RS_LINEPATTERN] = lp.d;
rs[WINED3D_RS_ZWRITEENABLE] = TRUE;
rs[WINED3D_RS_ALPHATESTENABLE] = FALSE;
rs[WINED3D_RS_LASTPIXEL] = TRUE;
rs[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
rs[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
rs[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK;
rs[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
rs[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
rs[WINED3D_RS_ALPHAREF] = 0;
rs[WINED3D_RS_DITHERENABLE] = FALSE;
rs[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
rs[WINED3D_RS_FOGENABLE] = FALSE;
rs[WINED3D_RS_SPECULARENABLE] = FALSE;
rs[WINED3D_RS_ZVISIBLE] = 0;
rs[WINED3D_RS_FOGCOLOR] = 0;
rs[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_FOGSTART] = tmpfloat.d;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_FOGEND] = tmpfloat.d;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
rs[WINED3D_RS_RANGEFOGENABLE] = FALSE;
rs[WINED3D_RS_STENCILENABLE] = FALSE;
rs[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_STENCILREF] = 0;
rs[WINED3D_RS_STENCILMASK] = 0xffffffff;
rs[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
rs[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
rs[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
rs[WINED3D_RS_WRAP0] = 0;
rs[WINED3D_RS_WRAP1] = 0;
rs[WINED3D_RS_WRAP2] = 0;
rs[WINED3D_RS_WRAP3] = 0;
rs[WINED3D_RS_WRAP4] = 0;
rs[WINED3D_RS_WRAP5] = 0;
rs[WINED3D_RS_WRAP6] = 0;
rs[WINED3D_RS_WRAP7] = 0;
rs[WINED3D_RS_CLIPPING] = TRUE;
rs[WINED3D_RS_LIGHTING] = TRUE;
rs[WINED3D_RS_AMBIENT] = 0;
rs[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
rs[WINED3D_RS_COLORVERTEX] = TRUE;
rs[WINED3D_RS_LOCALVIEWER] = TRUE;
rs[WINED3D_RS_NORMALIZENORMALS] = FALSE;
rs[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
rs[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
rs[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
rs[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
rs[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
rs[WINED3D_RS_CLIPPLANEENABLE] = 0;
rs[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_POINTSIZE] = tmpfloat.d;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
rs[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
rs[WINED3D_RS_POINTSCALEENABLE] = FALSE;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
rs[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
rs[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
rs[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
rs[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
tmpfloat.f = d3d_info->limits.pointsize_max;
rs[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
rs[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
rs[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
rs[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
rs[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
rs[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
/* states new in d3d9 */
rs[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
rs[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
rs[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
rs[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
rs[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
tmpfloat.f = 1.0f;
rs[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
tmpfloat.f = 0.0f;
rs[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
rs[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
rs[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
rs[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
rs[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS;
rs[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
rs[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
rs[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
rs[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
rs[WINED3D_RS_SRGBWRITEENABLE] = 0;
rs[WINED3D_RS_DEPTHBIAS] = 0;
rs[WINED3D_RS_WRAP8] = 0;
rs[WINED3D_RS_WRAP9] = 0;
rs[WINED3D_RS_WRAP10] = 0;
rs[WINED3D_RS_WRAP11] = 0;
rs[WINED3D_RS_WRAP12] = 0;
rs[WINED3D_RS_WRAP13] = 0;
rs[WINED3D_RS_WRAP14] = 0;
rs[WINED3D_RS_WRAP15] = 0;
rs[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
rs[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
rs[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
rs[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
}
static void init_default_texture_state(unsigned int i, uint32_t stage[WINED3D_HIGHEST_TEXTURE_STATE + 1])
{
stage[WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
stage[WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
stage[WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
stage[WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
stage[WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
stage[WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
stage[WINED3D_TSS_BUMPENV_MAT00] = 0;
stage[WINED3D_TSS_BUMPENV_MAT01] = 0;
stage[WINED3D_TSS_BUMPENV_MAT10] = 0;
stage[WINED3D_TSS_BUMPENV_MAT11] = 0;
stage[WINED3D_TSS_TEXCOORD_INDEX] = i;
stage[WINED3D_TSS_BUMPENV_LSCALE] = 0;
stage[WINED3D_TSS_BUMPENV_LOFFSET] = 0;
stage[WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
stage[WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
stage[WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
stage[WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
}
static void init_default_sampler_states(uint32_t states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1])
{
unsigned int i;
for (i = 0 ; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
TRACE("Setting up default samplers states for sampler %u.\n", i);
states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
/* TODO: Indicates which element of a multielement texture to use. */
states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
/* TODO: Vertex offset in the presampled displacement map. */
states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
}
}
static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
{
struct wined3d_matrix identity;
unsigned int i, j;
TRACE("state %p, d3d_info %p.\n", state, d3d_info);
get_identity_matrix(&identity);
state->primitive_type = WINED3D_PT_UNDEFINED;
state->patch_vertex_count = 0;
/* Set some of the defaults for lights, transforms etc */
state->transforms[WINED3D_TS_PROJECTION] = identity;
state->transforms[WINED3D_TS_VIEW] = identity;
for (i = 0; i < 256; ++i)
{
state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
}
init_default_render_states(state->render_states, d3d_info);
/* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
{
TRACE("Setting up default texture states for texture Stage %u.\n", i);
state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
init_default_texture_state(i, state->texture_states[i]);
}
state->blend_factor.r = 1.0f;
state->blend_factor.g = 1.0f;
state->blend_factor.b = 1.0f;
state->blend_factor.a = 1.0f;
state->sample_mask = 0xffffffff;
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
state->streams[i].frequency = 1;
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
state->cb[i][j].size = WINED3D_MAX_CONSTANT_BUFFER_SIZE * 16;
}
}
static int lights_compare(const void *key, const struct rb_entry *entry)
{
const struct wined3d_light_info *light = RB_ENTRY_VALUE(entry, struct wined3d_light_info, entry);
unsigned int original_index = (ULONG_PTR)key;
return wined3d_uint32_compare(light->OriginalIndex, original_index);
}
void state_init(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
uint32_t flags, enum wined3d_feature_level feature_level)
{
state->feature_level = feature_level;
state->flags = flags;
rb_init(&state->light_state.lights_tree, lights_compare);
if (flags & WINED3D_STATE_INIT_DEFAULT)
state_init_default(state, d3d_info);
}
static bool wined3d_select_feature_level(const struct wined3d_adapter *adapter,
const enum wined3d_feature_level *levels, unsigned int level_count,
enum wined3d_feature_level *selected_level)
{
const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
unsigned int i;
for (i = 0; i < level_count; ++i)
{
if (levels[i] && d3d_info->feature_level >= levels[i])
{
*selected_level = levels[i];
return true;
}
}
FIXME_(winediag)("None of the requested D3D feature levels is supported on this GPU "
"with the current shader backend.\n");
return false;
}
HRESULT CDECL wined3d_state_create(struct wined3d_device *device,
const enum wined3d_feature_level *levels, unsigned int level_count, struct wined3d_state **state)
{
enum wined3d_feature_level feature_level;
struct wined3d_state *object;
TRACE("device %p, levels %p, level_count %u, state %p.\n", device, levels, level_count, state);
if (!wined3d_select_feature_level(device->adapter, levels, level_count, &feature_level))
return E_FAIL;
TRACE("Selected feature level %s.\n", wined3d_debug_feature_level(feature_level));
if (!(object = calloc(1, sizeof(*object))))
return E_OUTOFMEMORY;
state_init(object, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT, feature_level);
*state = object;
return S_OK;
}
enum wined3d_feature_level CDECL wined3d_state_get_feature_level(const struct wined3d_state *state)
{
TRACE("state %p.\n", state);
return state->feature_level;
}
void CDECL wined3d_state_destroy(struct wined3d_state *state)
{
TRACE("state %p.\n", state);
state_cleanup(state);
free(state);
}
static void stateblock_state_init_default(struct wined3d_stateblock_state *state,
const struct wined3d_d3d_info *d3d_info)
{
struct wined3d_matrix identity;
unsigned int i;
get_identity_matrix(&identity);
state->transforms[WINED3D_TS_PROJECTION] = identity;
state->transforms[WINED3D_TS_VIEW] = identity;
for (i = 0; i < 256; ++i)
{
state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
}
init_default_render_states(state->rs, d3d_info);
for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
{
state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
init_default_texture_state(i, state->texture_states[i]);
}
init_default_sampler_states(state->sampler_states);
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
state->streams[i].frequency = 1;
}
static void wined3d_stateblock_state_init(struct wined3d_stateblock_state *state,
const struct wined3d_device *device, uint32_t flags)
{
rb_init(&state->light_state->lights_tree, lights_compare);
if (flags & WINED3D_STATE_INIT_DEFAULT)
stateblock_state_init_default(state, &device->adapter->d3d_info);
}
static HRESULT stateblock_init(struct wined3d_stateblock *stateblock, const struct wined3d_stateblock *device_state,
struct wined3d_device *device, enum wined3d_stateblock_type type)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
stateblock->ref = 1;
stateblock->device = device;
stateblock->stateblock_state.light_state = &stateblock->light_state;
wined3d_stateblock_state_init(&stateblock->stateblock_state, device,
type == WINED3D_SBT_PRIMARY ? WINED3D_STATE_INIT_DEFAULT : 0);
stateblock->changed.store_stream_offset = 1;
list_init(&stateblock->changed.changed_lights);
if (type == WINED3D_SBT_RECORDED || type == WINED3D_SBT_PRIMARY)
return WINED3D_OK;
TRACE("Updating changed flags appropriate for type %#x.\n", type);
switch (type)
{
case WINED3D_SBT_ALL:
stateblock_init_lights(stateblock, &device_state->stateblock_state.light_state->lights_tree);
stateblock_savedstates_set_all(&stateblock->changed,
d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
break;
case WINED3D_SBT_PIXEL_STATE:
stateblock_savedstates_set_pixel(&stateblock->changed,
d3d_info->limits.ps_uniform_count);
break;
case WINED3D_SBT_VERTEX_STATE:
stateblock_init_lights(stateblock, &device_state->stateblock_state.light_state->lights_tree);
stateblock_savedstates_set_vertex(&stateblock->changed,
d3d_info->limits.vs_uniform_count);
break;
default:
FIXME("Unrecognized state block type %#x.\n", type);
break;
}
wined3d_stateblock_init_contained_states(stateblock);
wined3d_stateblock_capture(stateblock, device_state);
/* According to the tests, stream offset is not updated in the captured state if
* the state was captured on state block creation. This is not the case for
* state blocks initialized with BeginStateBlock / EndStateBlock, multiple
* captures get stream offsets updated. */
stateblock->changed.store_stream_offset = 0;
return WINED3D_OK;
}
HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device, const struct wined3d_stateblock *device_state,
enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
{
struct wined3d_stateblock *object;
HRESULT hr;
TRACE("device %p, device_state %p, type %#x, stateblock %p.\n",
device, device_state, type, stateblock);
if (!(object = calloc(1, sizeof(*object))))
return E_OUTOFMEMORY;
hr = stateblock_init(object, device_state, device, type);
if (FAILED(hr))
{
WARN("Failed to initialize stateblock, hr %#lx.\n", hr);
free(object);
return hr;
}
TRACE("Created stateblock %p.\n", object);
*stateblock = object;
return WINED3D_OK;
}
void CDECL wined3d_stateblock_reset(struct wined3d_stateblock *stateblock)
{
TRACE("stateblock %p.\n", stateblock);
wined3d_stateblock_state_cleanup(&stateblock->stateblock_state);
memset(&stateblock->stateblock_state, 0, sizeof(stateblock->stateblock_state));
stateblock->stateblock_state.light_state = &stateblock->light_state;
wined3d_stateblock_state_init(&stateblock->stateblock_state, stateblock->device, WINED3D_STATE_INIT_DEFAULT);
}
static void wined3d_device_set_base_vertex_index(struct wined3d_device *device, int base_index)
{
TRACE("device %p, base_index %d.\n", device, base_index);
device->cs->c.state->base_vertex_index = base_index;
}
static void wined3d_device_set_vs_consts_b(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const BOOL *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants);
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
}
static void wined3d_device_set_vs_consts_i(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants);
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
}
static void wined3d_device_set_vs_consts_f(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants);
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
}
static void wined3d_device_set_ps_consts_b(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const BOOL *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants);
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
}
static void wined3d_device_set_ps_consts_i(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants);
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
}
static void wined3d_device_set_ps_consts_f(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants);
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
}
/* Note lights are real special cases. Although the device caps state only
* e.g. 8 are supported, you can reference any indexes you want as long as
* that number max are enabled at any one point in time. Therefore since the
* indices can be anything, we need a hashmap of them. However, this causes
* stateblock problems. When capturing the state block, I duplicate the
* hashmap, but when recording, just build a chain pretty much of commands to
* be replayed. */
static void wined3d_device_context_set_light(struct wined3d_device_context *context,
unsigned int light_idx, const struct wined3d_light *light)
{
struct wined3d_light_info *object = NULL;
float rho;
if (FAILED(wined3d_light_state_set_light(&context->state->light_state, light_idx, light, &object)))
return;
/* Initialize the object. */
TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
"position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
"range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
light_idx, light->type, debug_color(&light->diffuse),
debug_color(&light->specular), debug_color(&light->ambient),
light->position.x, light->position.y, light->position.z,
light->direction.x, light->direction.y, light->direction.z,
light->range, light->falloff, light->theta, light->phi);
switch (light->type)
{
case WINED3D_LIGHT_POINT:
/* Position */
object->position.x = light->position.x;
object->position.y = light->position.y;
object->position.z = light->position.z;
object->position.w = 1.0f;
object->cutoff = 180.0f;
/* FIXME: Range */
break;
case WINED3D_LIGHT_DIRECTIONAL:
/* Direction */
object->direction.x = -light->direction.x;
object->direction.y = -light->direction.y;
object->direction.z = -light->direction.z;
object->direction.w = 0.0f;
object->exponent = 0.0f;
object->cutoff = 180.0f;
break;
case WINED3D_LIGHT_SPOT:
/* Position */
object->position.x = light->position.x;
object->position.y = light->position.y;
object->position.z = light->position.z;
object->position.w = 1.0f;
/* Direction */
object->direction.x = light->direction.x;
object->direction.y = light->direction.y;
object->direction.z = light->direction.z;
object->direction.w = 0.0f;
/* opengl-ish and d3d-ish spot lights use too different models
* for the light "intensity" as a function of the angle towards
* the main light direction, so we only can approximate very
* roughly. However, spot lights are rather rarely used in games
* (if ever used at all). Furthermore if still used, probably
* nobody pays attention to such details. */
if (!light->falloff)
{
/* Falloff = 0 is easy, because d3d's and opengl's spot light
* equations have the falloff resp. exponent parameter as an
* exponent, so the spot light lighting will always be 1.0 for
* both of them, and we don't have to care for the rest of the
* rather complex calculation. */
object->exponent = 0.0f;
}
else
{
rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
if (rho < 0.0001f)
rho = 0.0001f;
object->exponent = -0.3f / logf(cosf(rho / 2));
}
if (object->exponent > 128.0f)
object->exponent = 128.0f;
object->cutoff = (float)(light->phi * 90 / M_PI);
/* FIXME: Range */
break;
case WINED3D_LIGHT_PARALLELPOINT:
object->position.x = light->position.x;
object->position.y = light->position.y;
object->position.z = light->position.z;
object->position.w = 1.0f;
break;
default:
FIXME("Unrecognized light type %#x.\n", light->type);
}
wined3d_device_context_emit_set_light(context, object);
}
static void wined3d_device_set_light_enable(struct wined3d_device *device, unsigned int light_idx, bool enable)
{
struct wined3d_light_state *light_state = &device->cs->c.state->light_state;
struct wined3d_light_info *light_info;
TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
/* Special case - enabling an undefined light creates one with a strict set of parameters. */
if (!(light_info = wined3d_light_state_get_light(light_state, light_idx)))
{
TRACE("Light enabled requested but light not defined, so defining one!\n");
wined3d_device_context_set_light(&device->cs->c, light_idx, &WINED3D_default_light);
if (!(light_info = wined3d_light_state_get_light(light_state, light_idx)))
{
ERR("Adding default lights has failed dismally.\n");
return;
}
}
if (wined3d_light_state_enable_light(light_state, &device->adapter->d3d_info, light_info, enable))
wined3d_device_context_emit_set_light_enable(&device->cs->c, light_idx, enable);
}
static void wined3d_device_set_clip_plane(struct wined3d_device *device,
unsigned int plane_idx, const struct wined3d_vec4 *plane)
{
struct wined3d_vec4 *clip_planes = device->cs->c.state->clip_planes;
TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
if (!memcmp(&clip_planes[plane_idx], plane, sizeof(*plane)))
{
TRACE("Application is setting old values over, nothing to do.\n");
return;
}
clip_planes[plane_idx] = *plane;
wined3d_device_context_emit_set_clip_plane(&device->cs->c, plane_idx, plane);
}
static void resolve_depth_buffer(struct wined3d_device *device)
{
const struct wined3d_state *state = device->cs->c.state;
struct wined3d_rendertarget_view *src_view;
struct wined3d_resource *dst_resource;
struct wined3d_texture *dst_texture;
if (!(dst_texture = wined3d_state_get_ffp_texture(state, 0)))
return;
dst_resource = &dst_texture->resource;
if (!dst_resource->format->depth_size)
return;
if (!(src_view = state->fb.depth_stencil))
return;
wined3d_device_context_resolve_sub_resource(&device->cs->c, dst_resource, 0,
src_view->resource, src_view->sub_resource_idx, dst_resource->format->id);
}
static void wined3d_device_set_render_state(struct wined3d_device *device,
enum wined3d_render_state state, unsigned int value)
{
if (value == device->cs->c.state->render_states[state])
{
TRACE("Application is setting the old value over, nothing to do.\n");
}
else
{
device->cs->c.state->render_states[state] = value;
wined3d_device_context_emit_set_render_state(&device->cs->c, state, value);
}
if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
{
TRACE("RESZ multisampled depth buffer resolve triggered.\n");
resolve_depth_buffer(device);
}
}
static void wined3d_device_set_texture_stage_state(struct wined3d_device *device,
unsigned int stage, enum wined3d_texture_stage_state state, uint32_t value)
{
TRACE("device %p, stage %u, state %s, value %#x.\n",
device, stage, debug_d3dtexturestate(state), value);
if (value == device->cs->c.state->texture_states[stage][state])
{
TRACE("Application is setting the old value over, nothing to do.\n");
return;
}
device->cs->c.state->texture_states[stage][state] = value;
wined3d_device_context_emit_set_texture_state(&device->cs->c, stage, state, value);
}
static void wined3d_device_set_texture(struct wined3d_device *device,
unsigned int stage, struct wined3d_texture *texture)
{
enum wined3d_shader_type shader_type = WINED3D_SHADER_TYPE_PIXEL;
struct wined3d_shader_resource_view *srv = NULL, *prev;
struct wined3d_state *state = device->cs->c.state;
TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
if (stage >= WINED3D_VERTEX_SAMPLER_OFFSET)
{
shader_type = WINED3D_SHADER_TYPE_VERTEX;
stage -= WINED3D_VERTEX_SAMPLER_OFFSET;
}
if (texture && !(srv = wined3d_texture_acquire_identity_srv(texture)))
return;
prev = state->shader_resource_view[shader_type][stage];
TRACE("Previous texture %p.\n", prev);
if (srv == prev)
{
TRACE("App is setting the same texture again, nothing to do.\n");
return;
}
state->shader_resource_view[shader_type][stage] = srv;
if (srv)
wined3d_shader_resource_view_incref(srv);
wined3d_device_context_emit_set_texture(&device->cs->c, shader_type, stage, srv);
if (prev)
wined3d_shader_resource_view_decref(prev);
return;
}
static void wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
{
TRACE("device %p, material %p.\n", device, material);
device->cs->c.state->material = *material;
wined3d_device_context_emit_set_material(&device->cs->c, material);
}
static void wined3d_device_set_transform(struct wined3d_device *device,
enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
{
TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
/* If the new matrix is the same as the current one,
* we cut off any further processing. this seems to be a reasonable
* optimization because as was noticed, some apps (warcraft3 for example)
* tend towards setting the same matrix repeatedly for some reason.
*
* From here on we assume that the new matrix is different, wherever it matters. */
if (!memcmp(&device->cs->c.state->transforms[state], matrix, sizeof(*matrix)))
{
TRACE("The application is setting the same matrix over again.\n");
return;
}
device->cs->c.state->transforms[state] = *matrix;
wined3d_device_context_emit_set_transform(&device->cs->c, state, matrix);
}
static enum wined3d_texture_address get_texture_address_mode(const struct wined3d_texture *texture,
enum wined3d_texture_address t)
{
if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
{
FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
return WINED3D_TADDRESS_WRAP;
}
/* Cubemaps are always set to clamp, regardless of the sampler state. */
if ((texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP)
|| ((texture->flags & WINED3D_TEXTURE_COND_NP2) && t == WINED3D_TADDRESS_WRAP))
return WINED3D_TADDRESS_CLAMP;
return t;
}
static void sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
const uint32_t *sampler_states, const struct wined3d_texture *texture)
{
const struct wined3d_d3d_info *d3d_info = &texture->resource.device->adapter->d3d_info;
desc->address_u = get_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
desc->address_v = get_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
desc->address_w = get_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
sampler_states[WINED3D_SAMP_BORDER_COLOR]);
if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
sampler_states[WINED3D_SAMP_MAG_FILTER]);
desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
sampler_states[WINED3D_SAMP_MIN_FILTER]);
desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
sampler_states[WINED3D_SAMP_MIP_FILTER]);
desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
desc->lod_bias = int_to_float(sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS]);
desc->min_lod = -1000.0f;
desc->max_lod = 1000.0f;
/* The LOD is already clamped to texture->level_count in wined3d_stateblock_set_texture_lod(). */
if (texture->flags & WINED3D_TEXTURE_COND_NP2)
desc->mip_base_level = 0;
else if (desc->mip_filter == WINED3D_TEXF_NONE)
desc->mip_base_level = texture->lod;
else
desc->mip_base_level = min(max(sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL], texture->lod), texture->level_count - 1);
desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
&& sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
&& sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
|| (texture->flags & WINED3D_TEXTURE_COND_NP2))
desc->max_anisotropy = 1;
desc->compare = texture->resource.format_caps & WINED3D_FORMAT_CAP_SHADOW;
desc->comparison_func = WINED3D_CMP_LESSEQUAL;
/* Only use the LSB of the WINED3D_SAMP_SRGB_TEXTURE value. This matches
* the behaviour of the AMD Windows driver.
*
* Might & Magic: Heroes VI - Shades of Darkness sets
* WINED3D_SAMP_SRGB_TEXTURE to a large value that looks like a
* pointer—presumably by accident—and expects sRGB decoding to be
* disabled. */
desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE] & 0x1;
if (!(texture->resource.format_caps & WINED3D_FORMAT_CAP_FILTERING))
{
desc->mag_filter = WINED3D_TEXF_POINT;
desc->min_filter = WINED3D_TEXF_POINT;
desc->mip_filter = WINED3D_TEXF_NONE;
}
if (texture->flags & WINED3D_TEXTURE_COND_NP2)
{
desc->mip_filter = WINED3D_TEXF_NONE;
if (!d3d_info->unconditional_npot)
desc->min_filter = WINED3D_TEXF_POINT;
}
}
void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
struct wined3d_stateblock *stateblock)
{
bool set_blend_state = false, set_depth_stencil_state = false, set_rasterizer_state = false;
const struct wined3d_stateblock_state *state = &stateblock->stateblock_state;
const struct wined3d_saved_states *changed = &stateblock->changed;
const unsigned int word_bit_count = sizeof(DWORD) * CHAR_BIT;
struct wined3d_device_context *context = &device->cs->c;
unsigned int i, j, start, idx;
bool set_depth_bounds = false;
struct wined3d_range range;
uint32_t map;
TRACE("device %p, stateblock %p.\n", device, stateblock);
if (changed->vertexShader)
wined3d_device_context_set_shader(context, WINED3D_SHADER_TYPE_VERTEX, state->vs);
if (changed->pixelShader)
wined3d_device_context_set_shader(context, WINED3D_SHADER_TYPE_PIXEL, state->ps);
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(changed->vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range))
break;
wined3d_device_set_vs_consts_f(device, range.offset, range.size, &state->vs_consts_f[range.offset]);
}
map = changed->vertexShaderConstantsI;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
break;
wined3d_device_set_vs_consts_i(device, range.offset, range.size, &state->vs_consts_i[range.offset]);
}
map = changed->vertexShaderConstantsB;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
break;
wined3d_device_set_vs_consts_b(device, range.offset, range.size, &state->vs_consts_b[range.offset]);
}
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(changed->ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range))
break;
wined3d_device_set_ps_consts_f(device, range.offset, range.size, &state->ps_consts_f[range.offset]);
}
map = changed->pixelShaderConstantsI;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
break;
wined3d_device_set_ps_consts_i(device, range.offset, range.size, &state->ps_consts_i[range.offset]);
}
map = changed->pixelShaderConstantsB;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
break;
wined3d_device_set_ps_consts_b(device, range.offset, range.size, &state->ps_consts_b[range.offset]);
}
if (changed->lights)
{
struct wined3d_light_info *light, *cursor;
LIST_FOR_EACH_ENTRY_SAFE(light, cursor, &changed->changed_lights, struct wined3d_light_info, changed_entry)
{
wined3d_device_context_set_light(context, light->OriginalIndex, &light->OriginalParms);
wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
list_remove(&light->changed_entry);
light->changed = false;
}
}
for (i = 0; i < ARRAY_SIZE(changed->renderState); ++i)
{
map = changed->renderState[i];
while (map)
{
j = wined3d_bit_scan(&map);
idx = i * word_bit_count + j;
switch (idx)
{
case WINED3D_RS_BLENDFACTOR:
case WINED3D_RS_MULTISAMPLEMASK:
case WINED3D_RS_ALPHABLENDENABLE:
case WINED3D_RS_SRCBLEND:
case WINED3D_RS_DESTBLEND:
case WINED3D_RS_BLENDOP:
case WINED3D_RS_SEPARATEALPHABLENDENABLE:
case WINED3D_RS_SRCBLENDALPHA:
case WINED3D_RS_DESTBLENDALPHA:
case WINED3D_RS_BLENDOPALPHA:
case WINED3D_RS_COLORWRITEENABLE:
case WINED3D_RS_COLORWRITEENABLE1:
case WINED3D_RS_COLORWRITEENABLE2:
case WINED3D_RS_COLORWRITEENABLE3:
set_blend_state = true;
break;
case WINED3D_RS_BACK_STENCILFAIL:
case WINED3D_RS_BACK_STENCILFUNC:
case WINED3D_RS_BACK_STENCILPASS:
case WINED3D_RS_BACK_STENCILZFAIL:
case WINED3D_RS_STENCILENABLE:
case WINED3D_RS_STENCILFAIL:
case WINED3D_RS_STENCILFUNC:
case WINED3D_RS_STENCILREF:
case WINED3D_RS_STENCILMASK:
case WINED3D_RS_STENCILPASS:
case WINED3D_RS_STENCILWRITEMASK:
case WINED3D_RS_STENCILZFAIL:
case WINED3D_RS_TWOSIDEDSTENCILMODE:
case WINED3D_RS_ZENABLE:
case WINED3D_RS_ZFUNC:
case WINED3D_RS_ZWRITEENABLE:
set_depth_stencil_state = true;
break;
case WINED3D_RS_FILLMODE:
case WINED3D_RS_CULLMODE:
case WINED3D_RS_SLOPESCALEDEPTHBIAS:
case WINED3D_RS_DEPTHBIAS:
case WINED3D_RS_SCISSORTESTENABLE:
case WINED3D_RS_ANTIALIASEDLINEENABLE:
set_rasterizer_state = true;
break;
case WINED3D_RS_ADAPTIVETESS_X:
case WINED3D_RS_ADAPTIVETESS_Z:
case WINED3D_RS_ADAPTIVETESS_W:
set_depth_bounds = true;
break;
case WINED3D_RS_ADAPTIVETESS_Y:
break;
case WINED3D_RS_ANTIALIAS:
if (state->rs[WINED3D_RS_ANTIALIAS])
FIXME("Antialias not supported yet.\n");
break;
case WINED3D_RS_TEXTUREPERSPECTIVE:
break;
case WINED3D_RS_WRAPU:
if (state->rs[WINED3D_RS_WRAPU])
FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
break;
case WINED3D_RS_WRAPV:
if (state->rs[WINED3D_RS_WRAPV])
FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
break;
case WINED3D_RS_MONOENABLE:
if (state->rs[WINED3D_RS_MONOENABLE])
FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
break;
case WINED3D_RS_ROP2:
if (state->rs[WINED3D_RS_ROP2])
FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
break;
case WINED3D_RS_PLANEMASK:
if (state->rs[WINED3D_RS_PLANEMASK])
FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
break;
case WINED3D_RS_LASTPIXEL:
if (!state->rs[WINED3D_RS_LASTPIXEL])
{
static bool warned;
if (!warned)
{
FIXME("Last Pixel Drawing Disabled, not handled yet.\n");
warned = true;
}
}
break;
case WINED3D_RS_ZVISIBLE:
if (state->rs[WINED3D_RS_ZVISIBLE])
FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
break;
case WINED3D_RS_SUBPIXEL:
if (state->rs[WINED3D_RS_SUBPIXEL])
FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
break;
case WINED3D_RS_SUBPIXELX:
if (state->rs[WINED3D_RS_SUBPIXELX])
FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
break;
case WINED3D_RS_STIPPLEDALPHA:
if (state->rs[WINED3D_RS_STIPPLEDALPHA])
FIXME("Stippled Alpha not supported yet.\n");
break;
case WINED3D_RS_STIPPLEENABLE:
if (state->rs[WINED3D_RS_STIPPLEENABLE])
FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
break;
case WINED3D_RS_MIPMAPLODBIAS:
if (state->rs[WINED3D_RS_MIPMAPLODBIAS])
FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
break;
case WINED3D_RS_ANISOTROPY:
if (state->rs[WINED3D_RS_ANISOTROPY])
FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
break;
case WINED3D_RS_FLUSHBATCH:
if (state->rs[WINED3D_RS_FLUSHBATCH])
FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
break;
case WINED3D_RS_TRANSLUCENTSORTINDEPENDENT:
if (state->rs[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
break;
case WINED3D_RS_WRAP0:
case WINED3D_RS_WRAP1:
case WINED3D_RS_WRAP2:
case WINED3D_RS_WRAP3:
case WINED3D_RS_WRAP4:
case WINED3D_RS_WRAP5:
case WINED3D_RS_WRAP6:
case WINED3D_RS_WRAP7:
case WINED3D_RS_WRAP8:
case WINED3D_RS_WRAP9:
case WINED3D_RS_WRAP10:
case WINED3D_RS_WRAP11:
case WINED3D_RS_WRAP12:
case WINED3D_RS_WRAP13:
case WINED3D_RS_WRAP14:
case WINED3D_RS_WRAP15:
{
static unsigned int once;
if ((state->rs[idx]) && !once++)
FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
break;
}
case WINED3D_RS_EXTENTS:
if (state->rs[WINED3D_RS_EXTENTS])
FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
break;
case WINED3D_RS_COLORKEYBLENDENABLE:
if (state->rs[WINED3D_RS_COLORKEYBLENDENABLE])
FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
break;
case WINED3D_RS_SOFTWAREVERTEXPROCESSING:
{
static unsigned int once;
if ((state->rs[WINED3D_RS_SOFTWAREVERTEXPROCESSING]) && !once++)
FIXME("Software vertex processing not implemented.\n");
break;
}
case WINED3D_RS_PATCHEDGESTYLE:
if (state->rs[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
state->rs[WINED3D_RS_PATCHEDGESTYLE]);
break;
case WINED3D_RS_PATCHSEGMENTS:
{
union
{
uint32_t d;
float f;
} tmpvalue;
tmpvalue.f = 1.0f;
if (state->rs[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
{
static bool displayed = false;
tmpvalue.d = state->rs[WINED3D_RS_PATCHSEGMENTS];
if(!displayed)
FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented.\n", tmpvalue.f);
displayed = true;
}
break;
}
case WINED3D_RS_DEBUGMONITORTOKEN:
WARN("token: %#x.\n", state->rs[WINED3D_RS_DEBUGMONITORTOKEN]);
break;
case WINED3D_RS_INDEXEDVERTEXBLENDENABLE:
break;
case WINED3D_RS_TWEENFACTOR:
break;
case WINED3D_RS_POSITIONDEGREE:
if (state->rs[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
state->rs[WINED3D_RS_POSITIONDEGREE]);
break;
case WINED3D_RS_NORMALDEGREE:
if (state->rs[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
state->rs[WINED3D_RS_NORMALDEGREE]);
break;
case WINED3D_RS_MINTESSELLATIONLEVEL:
break;
case WINED3D_RS_MAXTESSELLATIONLEVEL:
break;
case WINED3D_RS_ENABLEADAPTIVETESSELLATION:
if (state->rs[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
state->rs[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
break;
default:
wined3d_device_set_render_state(device, idx, state->rs[idx]);
break;
}
}
}
if (set_rasterizer_state)
{
struct wined3d_rasterizer_state *rasterizer_state;
struct wined3d_rasterizer_state_desc desc;
struct wine_rb_entry *entry;
union
{
DWORD d;
float f;
} bias;
memset(&desc, 0, sizeof(desc));
desc.fill_mode = state->rs[WINED3D_RS_FILLMODE];
desc.cull_mode = state->rs[WINED3D_RS_CULLMODE];
bias.d = state->rs[WINED3D_RS_DEPTHBIAS];
desc.depth_bias = bias.f;
bias.d = state->rs[WINED3D_RS_SLOPESCALEDEPTHBIAS];
desc.scale_bias = bias.f;
desc.depth_clip = TRUE;
desc.scissor = state->rs[WINED3D_RS_SCISSORTESTENABLE];
desc.line_antialias = state->rs[WINED3D_RS_ANTIALIASEDLINEENABLE];
if ((entry = wine_rb_get(&device->rasterizer_states, &desc)))
{
rasterizer_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
wined3d_device_context_set_rasterizer_state(context, rasterizer_state);
}
else if (SUCCEEDED(wined3d_rasterizer_state_create(device, &desc, NULL,
&wined3d_null_parent_ops, &rasterizer_state)))
{
wined3d_device_context_set_rasterizer_state(context, rasterizer_state);
if (wine_rb_put(&device->rasterizer_states, &desc, &rasterizer_state->entry) == -1)
{
ERR("Failed to insert rasterizer state.\n");
wined3d_rasterizer_state_decref(rasterizer_state);
}
}
}
if (set_blend_state || changed->alpha_to_coverage
|| wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_ADAPTIVETESS_Y))
{
struct wined3d_blend_state *blend_state;
struct wined3d_blend_state_desc desc;
struct wine_rb_entry *entry;
struct wined3d_color colour;
unsigned int sample_mask;
memset(&desc, 0, sizeof(desc));
desc.alpha_to_coverage = state->alpha_to_coverage;
desc.independent = FALSE;
if (state->rs[WINED3D_RS_ADAPTIVETESS_Y] == WINED3DFMT_ATOC)
desc.alpha_to_coverage = TRUE;
desc.rt[0].enable = state->rs[WINED3D_RS_ALPHABLENDENABLE];
desc.rt[0].src = state->rs[WINED3D_RS_SRCBLEND];
desc.rt[0].dst = state->rs[WINED3D_RS_DESTBLEND];
desc.rt[0].op = state->rs[WINED3D_RS_BLENDOP];
if (state->rs[WINED3D_RS_SEPARATEALPHABLENDENABLE])
{
desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLENDALPHA];
desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLENDALPHA];
desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOPALPHA];
}
else
{
desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLEND];
desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLEND];
desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOP];
}
desc.rt[0].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE];
desc.rt[1].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE1];
desc.rt[2].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE2];
desc.rt[3].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE3];
if (desc.rt[1].writemask != desc.rt[0].writemask
|| desc.rt[2].writemask != desc.rt[0].writemask
|| desc.rt[3].writemask != desc.rt[0].writemask)
{
desc.independent = TRUE;
for (i = 1; i < 4; ++i)
{
desc.rt[i].enable = desc.rt[0].enable;
desc.rt[i].src = desc.rt[0].src;
desc.rt[i].dst = desc.rt[0].dst;
desc.rt[i].op = desc.rt[0].op;
desc.rt[i].src_alpha = desc.rt[0].src_alpha;
desc.rt[i].dst_alpha = desc.rt[0].dst_alpha;
desc.rt[i].op_alpha = desc.rt[0].op_alpha;
}
}
if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_BLENDFACTOR))
wined3d_color_from_d3dcolor(&colour, state->rs[WINED3D_RS_BLENDFACTOR]);
else
wined3d_device_context_get_blend_state(context, &colour, &sample_mask);
if ((entry = wine_rb_get(&device->blend_states, &desc)))
{
blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
wined3d_device_context_set_blend_state(context, blend_state, &colour,
state->rs[WINED3D_RS_MULTISAMPLEMASK]);
}
else if (SUCCEEDED(wined3d_blend_state_create(device, &desc, NULL,
&wined3d_null_parent_ops, &blend_state)))
{
wined3d_device_context_set_blend_state(context, blend_state, &colour,
state->rs[WINED3D_RS_MULTISAMPLEMASK]);
if (wine_rb_put(&device->blend_states, &desc, &blend_state->entry) == -1)
{
ERR("Failed to insert blend state.\n");
wined3d_blend_state_decref(blend_state);
}
}
}
if (set_depth_stencil_state)
{
struct wined3d_depth_stencil_state *depth_stencil_state;
struct wined3d_depth_stencil_state_desc desc;
struct wine_rb_entry *entry;
unsigned int stencil_ref;
memset(&desc, 0, sizeof(desc));
switch (state->rs[WINED3D_RS_ZENABLE])
{
case WINED3D_ZB_FALSE:
desc.depth = FALSE;
break;
case WINED3D_ZB_USEW:
FIXME("W buffer is not well handled.\n");
case WINED3D_ZB_TRUE:
desc.depth = TRUE;
break;
default:
FIXME("Unrecognized depth buffer type %#x.\n", state->rs[WINED3D_RS_ZENABLE]);
}
desc.depth_write = state->rs[WINED3D_RS_ZWRITEENABLE];
desc.depth_func = state->rs[WINED3D_RS_ZFUNC];
desc.stencil = state->rs[WINED3D_RS_STENCILENABLE];
desc.stencil_read_mask = state->rs[WINED3D_RS_STENCILMASK];
desc.stencil_write_mask = state->rs[WINED3D_RS_STENCILWRITEMASK];
desc.front.fail_op = state->rs[WINED3D_RS_STENCILFAIL];
desc.front.depth_fail_op = state->rs[WINED3D_RS_STENCILZFAIL];
desc.front.pass_op = state->rs[WINED3D_RS_STENCILPASS];
desc.front.func = state->rs[WINED3D_RS_STENCILFUNC];
if (state->rs[WINED3D_RS_TWOSIDEDSTENCILMODE])
{
desc.back.fail_op = state->rs[WINED3D_RS_BACK_STENCILFAIL];
desc.back.depth_fail_op = state->rs[WINED3D_RS_BACK_STENCILZFAIL];
desc.back.pass_op = state->rs[WINED3D_RS_BACK_STENCILPASS];
desc.back.func = state->rs[WINED3D_RS_BACK_STENCILFUNC];
}
else
{
desc.back = desc.front;
}
if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_STENCILREF))
stencil_ref = state->rs[WINED3D_RS_STENCILREF];
else
wined3d_device_context_get_depth_stencil_state(context, &stencil_ref);
if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
{
depth_stencil_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
wined3d_device_context_set_depth_stencil_state(context, depth_stencil_state, stencil_ref);
}
else if (SUCCEEDED(wined3d_depth_stencil_state_create(device, &desc, NULL,
&wined3d_null_parent_ops, &depth_stencil_state)))
{
wined3d_device_context_set_depth_stencil_state(context, depth_stencil_state, stencil_ref);
if (wine_rb_put(&device->depth_stencil_states, &desc, &depth_stencil_state->entry) == -1)
{
ERR("Failed to insert depth/stencil state.\n");
wined3d_depth_stencil_state_decref(depth_stencil_state);
}
}
}
if (set_depth_bounds)
{
wined3d_device_context_set_depth_bounds(context,
state->rs[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB,
int_to_float(state->rs[WINED3D_RS_ADAPTIVETESS_Z]),
int_to_float(state->rs[WINED3D_RS_ADAPTIVETESS_W]));
}
for (i = 0; i < ARRAY_SIZE(changed->textureState); ++i)
{
map = changed->textureState[i];
while (map)
{
j = wined3d_bit_scan(&map);
wined3d_device_set_texture_stage_state(device, i, j, state->texture_states[i][j]);
}
}
for (i = 0; i < ARRAY_SIZE(changed->samplerState); ++i)
{
enum wined3d_shader_type shader_type = WINED3D_SHADER_TYPE_PIXEL;
struct wined3d_sampler_desc desc;
struct wined3d_texture *texture;
struct wined3d_sampler *sampler;
unsigned int bind_index = i;
struct wine_rb_entry *entry;
if (!changed->samplerState[i] && !(changed->textures & (1u << i)))
continue;
if (!(texture = state->textures[i]))
continue;
memset(&desc, 0, sizeof(desc));
sampler_desc_from_sampler_states(&desc, state->sampler_states[i], texture);
if (i >= WINED3D_VERTEX_SAMPLER_OFFSET)
{
shader_type = WINED3D_SHADER_TYPE_VERTEX;
bind_index -= WINED3D_VERTEX_SAMPLER_OFFSET;
}
if ((entry = wine_rb_get(&device->samplers, &desc)))
{
sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
wined3d_device_context_set_samplers(context, shader_type, bind_index, 1, &sampler);
}
else if (SUCCEEDED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
{
wined3d_device_context_set_samplers(context, shader_type, bind_index, 1, &sampler);
if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
{
ERR("Failed to insert sampler.\n");
wined3d_sampler_decref(sampler);
}
}
}
if (changed->transforms)
{
for (i = 0; i < ARRAY_SIZE(changed->transform); ++i)
{
map = changed->transform[i];
while (map)
{
j = wined3d_bit_scan(&map);
idx = i * word_bit_count + j;
wined3d_device_set_transform(device, idx, &state->transforms[idx]);
}
}
}
if (changed->indices)
wined3d_device_context_set_index_buffer(context, state->index_buffer, state->index_format, 0);
wined3d_device_set_base_vertex_index(device, state->base_vertex_index);
if (changed->vertexDecl)
wined3d_device_context_set_vertex_declaration(context, state->vertex_declaration);
if (changed->material)
wined3d_device_set_material(device, &state->material);
if (changed->viewport)
wined3d_device_context_set_viewports(context, 1, &state->viewport);
if (changed->scissorRect)
wined3d_device_context_set_scissor_rects(context, 1, &state->scissor_rect);
map = changed->streamSource | changed->streamFreq;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_device_context_set_stream_sources(context, i, 1, &state->streams[i]);
}
map = changed->textures;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_device_set_texture(device, i, state->textures[i]);
}
map = changed->clipplane;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_device_set_clip_plane(device, i, &state->clip_planes[i]);
}
assert(list_empty(&stateblock->changed.changed_lights));
memset(&stateblock->changed, 0, sizeof(stateblock->changed));
list_init(&stateblock->changed.changed_lights);
TRACE("Applied stateblock %p.\n", stateblock);
}
unsigned int CDECL wined3d_stateblock_set_texture_lod(struct wined3d_stateblock *stateblock,
struct wined3d_texture *texture, unsigned int lod)
{
unsigned int old;
TRACE("texture %p, lod %u.\n", texture, lod);
old = wined3d_texture_set_lod(texture, lod);
if (old != lod)
{
for (unsigned int i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
/* Mark the texture as changed. The next time the appplication
* draws from this texture, wined3d_device_apply_stateblock() will
* recompute the texture LOD.
*
* We only need to do this for the primary stateblock.
* If a recording stateblock uses a texture whose LOD is changed,
* that texture will be invalidated on the primary stateblock
* anyway when the recording stateblock is applied. */
if (stateblock->stateblock_state.textures[i] == texture)
stateblock->changed.textures |= (1u << i);
}
}
return old;
}
void CDECL wined3d_stateblock_texture_changed(struct wined3d_stateblock *stateblock,
const struct wined3d_texture *texture)
{
for (unsigned int i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
if (stateblock->stateblock_state.textures[i] == texture)
stateblock->changed.textures |= (1u << i);
}
}