text: /*
   * state block implementation
   *
   * Copyright 2002 Raphael Junqueira
   * Copyright 2004 Jason Edmeades
   * Copyright 2005 Oliver Stieber
   * Copyright 2007 Stefan Dösinger for CodeWeavers
   * Copyright 2009 Henri Verbeet for CodeWeavers
   *
   * This library is free software; you can redistribute it and/or
   * modify it under the terms of the GNU Lesser General Public
   * License as published by the Free Software Foundation; either
   * version 2.1 of the License, or (at your option) any later version.
   *
   * This library is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   * Lesser General Public License for more details.
   *
   * You should have received a copy of the GNU Lesser General Public
   * License along with this library; if not, write to the Free Software
   * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   */
  
  #include "config.h"
  #include "wine/port.h"
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d);
  
  static const DWORD pixel_states_render[] =
  {
      WINED3D_RS_ALPHABLENDENABLE,
      WINED3D_RS_ALPHAFUNC,
      WINED3D_RS_ALPHAREF,
      WINED3D_RS_ALPHATESTENABLE,
      WINED3D_RS_ANTIALIASEDLINEENABLE,
      WINED3D_RS_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_bits(DWORD *map, UINT map_size)
  {
      DWORD mask = (1u << (map_size & 0x1f)) - 1;
      memset(map, 0xff, (map_size >> 5) * sizeof(*map));
      if (mask) map[map_size >> 5] = mask;
  }
  
  /* Set all members of a stateblock savedstate to the given value */
  static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
  {
      unsigned int i;
  
      /* Single values */
      states->indices = 1;
      states->material = 1;
      states->viewport = 1;
      states->vertexDecl = 1;
      states->pixelShader = 1;
      states->vertexShader = 1;
      states->scissorRect = 1;
      states->blend_state = 1;
  
      /* Fixed size arrays */
      states->streamSource = 0xffff;
      states->streamFreq = 0xffff;
      states->textures = 0xfffff;
      stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
      stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
      for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
      for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
      states->clipplane = (1u << MAX_CLIP_DISTANCES) - 1;
      states->pixelShaderConstantsB = 0xffff;
      states->pixelShaderConstantsI = 0xffff;
      states->vertexShaderConstantsB = 0xffff;
      states->vertexShaderConstantsI = 0xffff;
  
      /* Dynamically sized arrays */
      memset(states->ps_consts_f, TRUE, sizeof(BOOL) * ps_consts);
      memset(states->vs_consts_f, TRUE, sizeof(BOOL) * vs_consts);
  }
  
  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;
      states->blend_state = 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 < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
      for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i)
          sampler_mask |= 1u << pixel_states_sampler[i];
      for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
      states->pixelShaderConstantsB = 0xffff;
      states->pixelShaderConstantsI = 0xffff;
  
      memset(states->ps_consts_f, TRUE, sizeof(BOOL) * num_constants);
  }
  
  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;
  
      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 < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
      for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i)
          sampler_mask |= 1u << vertex_states_sampler[i];
      for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
      states->vertexShaderConstantsB = 0xffff;
      states->vertexShaderConstantsI = 0xffff;
  
      memset(states->vs_consts_f, TRUE, sizeof(BOOL) * num_constants);
  }
  
  void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
  {
      const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
      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 <= HIGHEST_TRANSFORMSTATE >> 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 < d3d_info->limits.vs_uniform_count; ++i)
      {
          if (stateblock->changed.vs_consts_f[i])
          {
              stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
              ++stateblock->num_contained_vs_consts_f;
          }
      }
  
      for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
      {
          if (stateblock->changed.vertexShaderConstantsI & (1u << i))
          {
              stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
              ++stateblock->num_contained_vs_consts_i;
          }
      }
  
      for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
      {
          if (stateblock->changed.vertexShaderConstantsB & (1u << i))
          {
              stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
              ++stateblock->num_contained_vs_consts_b;
          }
      }
  
      for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
      {
          if (stateblock->changed.ps_consts_f[i])
          {
              stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
              ++stateblock->num_contained_ps_consts_f;
          }
      }
  
      for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
      {
          if (stateblock->changed.pixelShaderConstantsI & (1u << i))
          {
              stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
              ++stateblock->num_contained_ps_consts_i;
          }
      }
  
      for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
      {
          if (stateblock->changed.pixelShaderConstantsB & (1u << i))
          {
              stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
              ++stateblock->num_contained_ps_consts_b;
          }
      }
  
      for (i = 0; i < MAX_TEXTURES; ++i)
      {
          DWORD map = stateblock->changed.textureState[i];
  
          for(j = 0; map; map >>= 1, ++j)
          {
              if (!(map & 1)) continue;
  
              stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
              stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
              ++stateblock->num_contained_tss_states;
          }
      }
  
      for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
      {
          DWORD map = stateblock->changed.samplerState[i];
  
          for (j = 0; map; map >>= 1, ++j)
          {
              if (!(map & 1)) continue;
  
              stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
              stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
              ++stateblock->num_contained_sampler_states;
          }
      }
  }
  
  static void stateblock_init_lights(struct list *dst_map, struct list *src_map)
  {
      unsigned int i;
  
      for (i = 0; i < LIGHTMAP_SIZE; ++i)
      {
          const struct wined3d_light_info *src_light;
  
          LIST_FOR_EACH_ENTRY(src_light, &src_map[i], struct wined3d_light_info, entry)
          {
              struct wined3d_light_info *dst_light = heap_alloc(sizeof(*dst_light));
  
              *dst_light = *src_light;
              list_add_tail(&dst_map[i], &dst_light->entry);
          }
      }
  }
  
  ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
  {
      ULONG refcount = InterlockedIncrement(&stateblock->ref);
  
      TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
  
      return refcount;
  }
  
  void state_unbind_resources(struct wined3d_state *state)
  {
      struct wined3d_unordered_access_view *uav;
      struct wined3d_shader_resource_view *srv;
      struct wined3d_vertex_declaration *decl;
      struct wined3d_sampler *sampler;
      struct wined3d_texture *texture;
      struct wined3d_buffer *buffer;
      struct wined3d_shader *shader;
      unsigned int i, j;
  
      if ((decl = state->vertex_declaration))
      {
          state->vertex_declaration = NULL;
          wined3d_vertex_declaration_decref(decl);
      }
  
      for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
      {
          if ((texture = state->textures[i]))
          {
              state->textures[i] = NULL;
              wined3d_texture_decref(texture);
          }
      }
  
      for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
      {
          if ((buffer = state->stream_output[i].buffer))
          {
              state->stream_output[i].buffer = NULL;
              wined3d_buffer_decref(buffer);
          }
      }
  
      for (i = 0; i < MAX_STREAMS; ++i)
      {
          if ((buffer = state->streams[i].buffer))
          {
              state->streams[i].buffer = NULL;
              wined3d_buffer_decref(buffer);
          }
      }
  
      if ((buffer = state->index_buffer))
      {
          state->index_buffer = NULL;
          wined3d_buffer_decref(buffer);
      }
  
      for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
      {
          if ((shader = state->shader[i]))
          {
              state->shader[i] = NULL;
              wined3d_shader_decref(shader);
          }
  
          for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
          {
              if ((buffer = state->cb[i][j]))
              {
                  state->cb[i][j] = NULL;
                  wined3d_buffer_decref(buffer);
              }
          }
  
          for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
          {
              if ((sampler = state->sampler[i][j]))
              {
                  state->sampler[i][j] = NULL;
                  wined3d_sampler_decref(sampler);
              }
          }
  
          for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
          {
              if ((srv = state->shader_resource_view[i][j]))
              {
                  state->shader_resource_view[i][j] = NULL;
                  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);
              }
          }
      }
  }
  
  void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state)
  {
      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 < 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 < MAX_COMBINED_SAMPLERS; ++i)
      {
          if ((texture = state->textures[i]))
          {
              state->textures[i] = NULL;
              wined3d_texture_decref(texture);
          }
      }
  }
  
  void state_cleanup(struct wined3d_state *state)
  {
      unsigned int counter;
  
      if (!(state->flags & WINED3D_STATE_NO_REF))
          state_unbind_resources(state);
  
      for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter)
      {
          state->light_state.lights[counter] = NULL;
      }
  
      for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
      {
          struct list *e1, *e2;
          LIST_FOR_EACH_SAFE(e1, e2, &state->light_state.light_map[counter])
          {
              struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
              list_remove(&light->entry);
              heap_free(light);
          }
      }
  }
  
  ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
  {
      ULONG refcount = InterlockedDecrement(&stateblock->ref);
  
      TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
  
      if (!refcount)
      {
          wined3d_stateblock_state_cleanup(&stateblock->stateblock_state);
          heap_free(stateblock);
      }
  
      return refcount;
  }
  
  struct wined3d_light_info *wined3d_light_state_get_light(const struct wined3d_light_state *state, unsigned int idx)
  {
      struct wined3d_light_info *light_info;
      unsigned int hash_idx;
  
      hash_idx = LIGHTMAP_HASHFUNC(idx);
      LIST_FOR_EACH_ENTRY(light_info, &state->light_map[hash_idx], struct wined3d_light_info, entry)
      {
          if (light_info->OriginalIndex == idx)
              return light_info;
      }
  
      return NULL;
  }
  
  HRESULT wined3d_light_state_set_light(struct wined3d_light_state *state, DWORD light_idx,
          const struct wined3d_light *params, struct wined3d_light_info **light_info)
  {
      struct wined3d_light_info *object;
      unsigned int hash_idx;
  
      if (!(object = wined3d_light_state_get_light(state, light_idx)))
      {
          TRACE("Adding new light.\n");
          if (!(object = heap_alloc_zero(sizeof(*object))))
          {
              ERR("Failed to allocate light info.\n");
              return E_OUTOFMEMORY;
          }
  
          hash_idx = LIGHTMAP_HASHFUNC(light_idx);
          list_add_head(&state->light_map[hash_idx], &object->entry);
          object->glIndex = -1;
          object->OriginalIndex = light_idx;
      }
  
      object->OriginalParms = *params;
  
      *light_info = object;
      return WINED3D_OK;
  }
  
  void wined3d_light_state_enable_light(struct wined3d_light_state *state, const struct wined3d_d3d_info *d3d_info,
          struct wined3d_light_info *light_info, BOOL enable)
  {
      unsigned int light_count, i;
  
      if (!(light_info->enabled = enable))
      {
          if (light_info->glIndex == -1)
          {
              TRACE("Light already disabled, nothing to do.\n");
              return;
          }
  
          state->lights[light_info->glIndex] = NULL;
          light_info->glIndex = -1;
          return;
      }
  
      if (light_info->glIndex != -1)
      {
          TRACE("Light already enabled, nothing to do.\n");
          return;
      }
  
      /* Find a free light. */
      light_count = d3d_info->limits.active_light_count;
      for (i = 0; i < light_count; ++i)
      {
          if (state->lights[i])
              continue;
  
          state->lights[i] = light_info;
          light_info->glIndex = i;
          return;
      }
  
      /* Our tests show that Windows returns D3D_OK in this situation, even with
       * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices.
       * This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns
       * TRUE * as well for those lights.
       *
       * TODO: Test how this affects rendering. */
      WARN("Too many concurrently active lights.\n");
  }
  
  static void wined3d_state_record_lights(struct wined3d_light_state *dst_state,
          const struct wined3d_light_state *src_state)
  {
      const struct wined3d_light_info *src;
      struct wined3d_light_info *dst;
      UINT i;
  
      /* Lights... For a recorded state block, we just had a chain of actions
       * to perform, so we need to walk that chain and update any actions which
       * differ. */
      for (i = 0; i < LIGHTMAP_SIZE; ++i)
      {
          LIST_FOR_EACH_ENTRY(dst, &dst_state->light_map[i], struct wined3d_light_info, entry)
          {
              if ((src = wined3d_light_state_get_light(src_state, dst->OriginalIndex)))
              {
                  dst->OriginalParms = src->OriginalParms;
  
                  if (src->glIndex == -1 && dst->glIndex != -1)
                  {
                      /* Light disabled. */
                      dst_state->lights[dst->glIndex] = NULL;
                  }
                  else if (src->glIndex != -1 && dst->glIndex == -1)
                  {
                      /* Light enabled. */
                      dst_state->lights[src->glIndex] = dst;
                  }
                  dst->glIndex = src->glIndex;
              }
              else
              {
                  /* This can happen if the light was originally created as a
                   * default light for SetLightEnable() while recording. */
                  WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
                          dst->OriginalIndex, dst_state, src_state);
  
                  dst->OriginalParms = WINED3D_default_light;
                  if (dst->glIndex != -1)
                  {
                      dst_state->lights[dst->glIndex] = NULL;
                      dst->glIndex = -1;
                  }
              }
          }
      }
  }
  
  void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
  {
      const struct wined3d_stateblock_state *state = &stateblock->device->stateblock_state;
      const struct wined3d_state *src_state = &stateblock->device->state;
      unsigned int i;
      DWORD map;
  
      TRACE("stateblock %p.\n", stateblock);
  
      TRACE("Capturing state %p.\n", src_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;
      }
  
      /* Vertex shader float constants. */
      for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
      {
          unsigned int idx = stateblock->contained_vs_consts_f[i];
  
          TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&state->vs_consts_f[idx]));
  
          stateblock->stateblock_state.vs_consts_f[idx] = state->vs_consts_f[idx];
      }
  
      /* Vertex shader integer constants. */
      for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
      {
          unsigned int idx = stateblock->contained_vs_consts_i[i];
  
          TRACE("Setting vs_consts_i[%u] to %s.\n", idx, debug_ivec4(&state->vs_consts_i[idx]));
  
          stateblock->stateblock_state.vs_consts_i[idx] = state->vs_consts_i[idx];
      }
  
      /* Vertex shader boolean constants. */
      for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
      {
          unsigned int idx = stateblock->contained_vs_consts_b[i];
  
          TRACE("Setting vs_consts_b[%u] to %s.\n",
                  idx, state->vs_consts_b[idx] ? "TRUE" : "FALSE");
  
          stateblock->stateblock_state.vs_consts_b[idx] = state->vs_consts_b[idx];
      }
  
      /* Pixel shader float constants. */
      for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
      {
          unsigned int idx = stateblock->contained_ps_consts_f[i];
  
          TRACE("Setting ps_consts_f[%u] to %s.\n", idx, debug_vec4(&state->ps_consts_f[idx]));
  
          stateblock->stateblock_state.ps_consts_f[idx] = state->ps_consts_f[idx];
      }
  
      /* Pixel shader integer constants. */
      for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
      {
          unsigned int idx = stateblock->contained_ps_consts_i[i];
  
          TRACE("Setting ps_consts_i[%u] to %s.\n", idx, debug_ivec4(&state->ps_consts_i[idx]));
  
          stateblock->stateblock_state.ps_consts_i[idx] = state->ps_consts_i[idx];
      }
  
      /* Pixel shader boolean constants. */
      for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
      {
          unsigned int idx = stateblock->contained_ps_consts_b[i];
  
          TRACE("Setting ps_consts_b[%u] to %s.\n",
                  idx, state->ps_consts_b[idx] ? "TRUE" : "FALSE");
  
          stateblock->stateblock_state.ps_consts_b[idx] = state->ps_consts_b[idx];
      }
  
      /* Others + Render & Texture */
      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;
      }
  
      if (stateblock->changed.blend_state
              && memcmp(&state->blend_factor, &stateblock->stateblock_state.blend_factor,
                      sizeof(stateblock->stateblock_state.blend_factor)))
      {
          TRACE("Updating blend factor.\n");
  
          stateblock->stateblock_state.blend_factor = state->blend_factor;
      }
  
      map = stateblock->changed.streamSource;
      for (i = 0; map; map >>= 1, ++i)
      {
          if (!(map & 1)) continue;
  
          if (stateblock->stateblock_state.streams[i].stride != state->streams[i].stride
                  || stateblock->stateblock_state.streams[i].buffer != state->streams[i].buffer)
          {
              TRACE("Updating stream source %u to %p, stride to %u.\n",
                      i, state->streams[i].buffer,
                      state->streams[i].stride);
  
              stateblock->stateblock_state.streams[i].stride = state->streams[i].stride;
              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;
      for (i = 0; map; map >>= 1, ++i)
      {
          if (!(map & 1)) continue;
  
          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;
      for (i = 0; map; map >>= 1, ++i)
      {
          if (!(map & 1)) continue;
  
          if (memcmp(&stateblock->stateblock_state.clip_planes[i], &state->clip_planes[i], sizeof(state->clip_planes[i])))
          {
              TRACE("Updating clipplane %u.\n", i);
              stateblock->stateblock_state.clip_planes[i] = state->clip_planes[i];
          }
      }
  
      /* Render */
      for (i = 0; i < stateblock->num_contained_render_states; ++i)
      {
          enum wined3d_render_state rs = stateblock->contained_render_states[i];
  
          TRACE("Updating render state %#x to %u.\n", rs, state->rs[rs]);
  
          stateblock->stateblock_state.rs[rs] = state->rs[rs];
      }
  
      /* Texture states */
      for (i = 0; i < stateblock->num_contained_tss_states; ++i)
      {
          DWORD stage = stateblock->contained_tss_states[i].stage;
          DWORD texture_state = stateblock->contained_tss_states[i].state;
  
          TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, texture_state,
                  state->texture_states[stage][texture_state],
                  stateblock->stateblock_state.texture_states[stage][texture_state]);
  
          stateblock->stateblock_state.texture_states[stage][texture_state] = state->texture_states[stage][texture_state];
      }
  
      /* Samplers */
      map = stateblock->changed.textures;
      for (i = 0; map; map >>= 1, ++i)
      {
          if (!(map & 1)) continue;
  
          TRACE("Updating texture %u to %p (was %p).\n",
                  i, state->textures[i], stateblock->stateblock_state.textures[i]);
  
          if (state->textures[i])
              wined3d_texture_incref(state->textures[i]);
          if (stateblock->stateblock_state.textures[i])
              wined3d_texture_decref(stateblock->stateblock_state.textures[i]);
          stateblock->stateblock_state.textures[i] = state->textures[i];
      }
  
      for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
      {
          DWORD stage = stateblock->contained_sampler_states[i].stage;
          DWORD sampler_state = stateblock->contained_sampler_states[i].state;
  
          TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, sampler_state,
                  state->sampler_states[stage][sampler_state],
                  stateblock->stateblock_state.sampler_states[stage][sampler_state]);
  
          stateblock->stateblock_state.sampler_states[stage][sampler_state] = state->sampler_states[stage][sampler_state];
      }
  
      if (stateblock->changed.pixelShader && stateblock->stateblock_state.ps != state->ps)
      {
          if (state->ps)
              wined3d_shader_incref(state->ps);
          if (stateblock->stateblock_state.ps)
              wined3d_shader_decref(stateblock->stateblock_state.ps);
          stateblock->stateblock_state.ps = state->ps;
      }
  
      wined3d_state_record_lights(&stateblock->stateblock_state.light_state, &state->light_state);
  
      TRACE("Capture done.\n");
  }
  
  void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
  {
      struct wined3d_stateblock_state *state = &stateblock->device->stateblock_state;
      struct wined3d_device *device = stateblock->device;
      unsigned int i;
      DWORD map;
  
      TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
  
      if (stateblock->changed.vertexShader)
      {
          if (stateblock->stateblock_state.vs)
              wined3d_shader_incref(stateblock->stateblock_state.vs);
          if (state->vs)
              wined3d_shader_decref(state->vs);
          state->vs = stateblock->stateblock_state.vs;
          wined3d_device_set_vertex_shader(device, stateblock->stateblock_state.vs);
      }
  
      /* Vertex Shader Constants. */
      for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
      {
          unsigned int idx = stateblock->contained_vs_consts_f[i];
  
          state->vs_consts_f[idx] = stateblock->stateblock_state.vs_consts_f[idx];
          wined3d_device_set_vs_consts_f(device, idx, 1, &stateblock->stateblock_state.vs_consts_f[idx]);
      }
      for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
      {
          unsigned int idx = stateblock->contained_vs_consts_i[i];
  
          state->vs_consts_i[idx] = stateblock->stateblock_state.vs_consts_i[idx];
          wined3d_device_set_vs_consts_i(device, idx, 1, &stateblock->stateblock_state.vs_consts_i[idx]);
      }
      for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
      {
          unsigned int idx = stateblock->contained_vs_consts_b[i];
  
          state->vs_consts_b[idx] = stateblock->stateblock_state.vs_consts_b[idx];
          wined3d_device_set_vs_consts_b(device, idx, 1, &stateblock->stateblock_state.vs_consts_b[idx]);
      }
  
      for (i = 0; i < ARRAY_SIZE(stateblock->stateblock_state.light_state.light_map); ++i)
      {
          const struct wined3d_light_info *light;
          struct wined3d_light_info *new_light;
  
          LIST_FOR_EACH_ENTRY(light, &stateblock->stateblock_state.light_state.light_map[i], struct wined3d_light_info, entry)
          {
              if (SUCCEEDED(wined3d_light_state_set_light(&state->light_state, light->OriginalIndex,
                      &light->OriginalParms, &new_light)))
              {
                  wined3d_light_state_enable_light(&state->light_state, &device->adapter->d3d_info, new_light, light->glIndex != -1);
              }
              wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
              wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
          }
      }
  
      if (stateblock->changed.pixelShader)
      {
          if (stateblock->stateblock_state.ps)
              wined3d_shader_incref(stateblock->stateblock_state.ps);
          if (state->ps)
              wined3d_shader_decref(state->ps);
          state->ps = stateblock->stateblock_state.ps;
          wined3d_device_set_pixel_shader(device, stateblock->stateblock_state.ps);
      }
  
      /* Pixel Shader Constants. */
      for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
      {
          unsigned int idx = stateblock->contained_ps_consts_f[i];
  
          state->ps_consts_f[idx] = stateblock->stateblock_state.ps_consts_f[idx];
          wined3d_device_set_ps_consts_f(device, idx, 1, &stateblock->stateblock_state.ps_consts_f[idx]);
      }
      for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
      {
          unsigned int idx = stateblock->contained_ps_consts_i[i];
  
          state->ps_consts_i[idx] = stateblock->stateblock_state.ps_consts_i[idx];
          wined3d_device_set_ps_consts_i(device, idx, 1, &stateblock->stateblock_state.ps_consts_i[idx]);
      }
      for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
      {
          unsigned int idx = stateblock->contained_ps_consts_b[i];
  
          state->ps_consts_b[idx] = stateblock->stateblock_state.ps_consts_b[idx];
          wined3d_device_set_ps_consts_b(device, idx, 1, &stateblock->stateblock_state.ps_consts_b[idx]);
      }
  
      /* Render states. */
      for (i = 0; i < stateblock->num_contained_render_states; ++i)
      {
          enum wined3d_render_state rs = stateblock->contained_render_states[i];
  
          state->rs[rs] = stateblock->stateblock_state.rs[rs];
          wined3d_device_set_render_state(device, rs, stateblock->stateblock_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;
  
          state->texture_states[stage][texture_state] = stateblock->stateblock_state.texture_states[stage][texture_state];
          wined3d_device_set_texture_stage_state(device, stage, texture_state,
                  stateblock->stateblock_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;
          DWORD value = stateblock->stateblock_state.sampler_states[stage][sampler_state];
  
          state->sampler_states[stage][sampler_state] = value;
          if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
          wined3d_device_set_sampler_state(device, stage, sampler_state, value);
      }
  
      /* Transform states. */
      for (i = 0; i < stateblock->num_contained_transform_states; ++i)
      {
          enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
  
          state->transforms[transform] = stateblock->stateblock_state.transforms[transform];
          wined3d_device_set_transform(device, transform, &stateblock->stateblock_state.transforms[transform]);
      }
  
      if (stateblock->changed.indices)
      {
          if (stateblock->stateblock_state.index_buffer)
              wined3d_buffer_incref(stateblock->stateblock_state.index_buffer);
          if (state->index_buffer)
              wined3d_buffer_decref(state->index_buffer);
          state->index_buffer = stateblock->stateblock_state.index_buffer;
          state->index_format = stateblock->stateblock_state.index_format;
          state->base_vertex_index = stateblock->stateblock_state.base_vertex_index;
  
          wined3d_device_set_index_buffer(device, stateblock->stateblock_state.index_buffer,
                  stateblock->stateblock_state.index_format, 0);
          wined3d_device_set_base_vertex_index(device, stateblock->stateblock_state.base_vertex_index);
      }
  
      if (stateblock->changed.vertexDecl && stateblock->stateblock_state.vertex_declaration)
      {
          if (stateblock->stateblock_state.vertex_declaration)
              wined3d_vertex_declaration_incref(stateblock->stateblock_state.vertex_declaration);
          if (state->vertex_declaration)
              wined3d_vertex_declaration_decref(state->vertex_declaration);
          state->vertex_declaration = stateblock->stateblock_state.vertex_declaration;
          wined3d_device_set_vertex_declaration(device, stateblock->stateblock_state.vertex_declaration);
      }
  
      if (stateblock->changed.material)
      {
          state->material = stateblock->stateblock_state.material;
          wined3d_device_set_material(device, &stateblock->stateblock_state.material);
      }
  
      if (stateblock->changed.viewport)
      {
          state->viewport = stateblock->stateblock_state.viewport;
  
          wined3d_device_set_viewports(device, 1, &stateblock->stateblock_state.viewport);
      }
  
      if (stateblock->changed.scissorRect)
      {
          state->scissor_rect = stateblock->stateblock_state.scissor_rect;
  
          wined3d_device_set_scissor_rects(device, 1, &stateblock->stateblock_state.scissor_rect);
      }
  
      if (stateblock->changed.blend_state)
      {
          state->blend_factor = stateblock->stateblock_state.blend_factor;
          wined3d_device_set_blend_state(device, NULL, &stateblock->stateblock_state.blend_factor);
      }
  
      map = stateblock->changed.streamSource;
      for (i = 0; map; map >>= 1, ++i)
      {
          if (!(map & 1)) continue;
  
          state->streams[i].stride = stateblock->stateblock_state.streams[i].stride;
          if (stateblock->stateblock_state.streams[i].buffer)
                  wined3d_buffer_incref(stateblock->stateblock_state.streams[i].buffer);
          if (state->streams[i].buffer)
                  wined3d_buffer_decref(state->streams[i].buffer);
          state->streams[i].buffer = stateblock->stateblock_state.streams[i].buffer;
  
          wined3d_device_set_stream_source(device, i,
                  stateblock->stateblock_state.streams[i].buffer,
                  0, stateblock->stateblock_state.streams[i].stride);
      }
  
      map = stateblock->changed.streamFreq;
      for (i = 0; map; map >>= 1, ++i)
      {
          if (!(map & 1)) continue;
  
          state->streams[i].frequency = stateblock->stateblock_state.streams[i].frequency;
          state->streams[i].flags = stateblock->stateblock_state.streams[i].flags;
  
          wined3d_device_set_stream_source_freq(device, i,
                  stateblock->stateblock_state.streams[i].frequency | stateblock->stateblock_state.streams[i].flags);
      }
  
      map = stateblock->changed.textures;
      for (i = 0; map; map >>= 1, ++i)
      {
          DWORD stage;
  
          if (!(map & 1)) continue;
  
          stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
          if (stateblock->stateblock_state.textures[i])
              wined3d_texture_incref(stateblock->stateblock_state.textures[i]);
          if (state->textures[i])
              wined3d_texture_decref(state->textures[i]);
          state->textures[i] = stateblock->stateblock_state.textures[i];
          wined3d_device_set_texture(device, stage, stateblock->stateblock_state.textures[i]);
      }
  
      map = stateblock->changed.clipplane;
      for (i = 0; map; map >>= 1, ++i)
      {
          if (!(map & 1)) continue;
  
          state->clip_planes[i] = stateblock->stateblock_state.clip_planes[i];
          wined3d_device_set_clip_plane(device, i, &stateblock->stateblock_state.clip_planes[i]);
      }
  
      TRACE("Applied stateblock %p.\n", stateblock);
  }
  
  static void init_default_render_states(DWORD rs[WINEHIGHEST_RENDER_STATE + 1], const struct wined3d_d3d_info *d3d_info)
  {
      union
      {
          struct wined3d_line_pattern lp;
          DWORD d;
      } lp;
      union
      {
          float f;
          DWORD d;
      } tmpfloat;
  
      rs[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
      rs[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
      rs[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
      lp.lp.repeat_factor = 0;
      lp.lp.line_pattern = 0;
      rs[WINED3D_RS_LINEPATTERN] = lp.d;
      rs[WINED3D_RS_ZWRITEENABLE] = TRUE;
      rs[WINED3D_RS_ALPHATESTENABLE] = FALSE;
      rs[WINED3D_RS_LASTPIXEL] = TRUE;
      rs[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
      rs[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
      rs[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK;
      rs[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
      rs[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
      rs[WINED3D_RS_ALPHAREF] = 0;
      rs[WINED3D_RS_DITHERENABLE] = FALSE;
      rs[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
      rs[WINED3D_RS_FOGENABLE] = FALSE;
      rs[WINED3D_RS_SPECULARENABLE] = FALSE;
      rs[WINED3D_RS_ZVISIBLE] = 0;
      rs[WINED3D_RS_FOGCOLOR] = 0;
      rs[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
      tmpfloat.f = 0.0f;
      rs[WINED3D_RS_FOGSTART] = tmpfloat.d;
      tmpfloat.f = 1.0f;
      rs[WINED3D_RS_FOGEND] = tmpfloat.d;
      tmpfloat.f = 1.0f;
      rs[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
      rs[WINED3D_RS_EDGEANTIALIAS] = FALSE;
      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_SRGBWRITEENABLE] = 0;
      rs[WINED3D_RS_DEPTHBIAS] = 0;
      rs[WINED3D_RS_WRAP8] = 0;
      rs[WINED3D_RS_WRAP9] = 0;
      rs[WINED3D_RS_WRAP10] = 0;
      rs[WINED3D_RS_WRAP11] = 0;
      rs[WINED3D_RS_WRAP12] = 0;
      rs[WINED3D_RS_WRAP13] = 0;
      rs[WINED3D_RS_WRAP14] = 0;
      rs[WINED3D_RS_WRAP15] = 0;
      rs[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
      rs[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
      rs[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
      rs[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
  }
  
  static void init_default_texture_state(unsigned int i, DWORD stage[WINED3D_HIGHEST_TEXTURE_STATE + 1])
  {
      stage[WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
      stage[WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
      stage[WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
      stage[WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
      stage[WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
      stage[WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
      stage[WINED3D_TSS_BUMPENV_MAT00] = 0;
      stage[WINED3D_TSS_BUMPENV_MAT01] = 0;
      stage[WINED3D_TSS_BUMPENV_MAT10] = 0;
      stage[WINED3D_TSS_BUMPENV_MAT11] = 0;
      stage[WINED3D_TSS_TEXCOORD_INDEX] = i;
      stage[WINED3D_TSS_BUMPENV_LSCALE] = 0;
      stage[WINED3D_TSS_BUMPENV_LOFFSET] = 0;
      stage[WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
      stage[WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
      stage[WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
      stage[WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
  }
  
  static void init_default_sampler_states(DWORD states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1])
  {
      unsigned int i;
  
      for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
      {
          TRACE("Setting up default samplers states for sampler %u.\n", i);
          states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
          states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
          states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
          states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
          states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
          states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
          states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
          states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
          states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
          states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
          states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
          /* TODO: Indicates which element of a multielement texture to use. */
          states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
          /* TODO: Vertex offset in the presampled displacement map. */
          states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
      }
  }
  
  static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
  {
      unsigned int i;
      struct wined3d_matrix identity;
  
      TRACE("state %p, d3d_info %p.\n", state, d3d_info);
  
      get_identity_matrix(&identity);
      state->gl_primitive_type = ~0u;
      state->gl_patch_vertices = 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 < MAX_TEXTURES; ++i)
      {
          TRACE("Setting up default texture states for texture Stage %u.\n", i);
          state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
          init_default_texture_state(i, state->texture_states[i]);
      }
  
      init_default_sampler_states(state->sampler_states);
  
      state->blend_factor.r = 1.0f;
      state->blend_factor.g = 1.0f;
      state->blend_factor.b = 1.0f;
      state->blend_factor.a = 1.0f;
  
      for (i = 0; i < MAX_STREAMS; ++i)
          state->streams[i].frequency = 1;
  }
  
  void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
          const struct wined3d_d3d_info *d3d_info, DWORD flags)
  {
      unsigned int i;
  
      state->flags = flags;
      state->fb = fb;
  
      for (i = 0; i < LIGHTMAP_SIZE; i++)
      {
          list_init(&state->light_state.light_map[i]);
      }
  
      if (flags & WINED3D_STATE_INIT_DEFAULT)
          state_init_default(state, d3d_info);
  }
  
  static void stateblock_state_init_default(struct wined3d_stateblock_state *state,
          const struct wined3d_d3d_info *d3d_info)
  {
      struct wined3d_matrix identity;
      unsigned int i;
  
      get_identity_matrix(&identity);
  
      state->transforms[WINED3D_TS_PROJECTION] = identity;
      state->transforms[WINED3D_TS_VIEW] = identity;
      for (i = 0; i < 256; ++i)
      {
          state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
      }
  
      init_default_render_states(state->rs, d3d_info);
  
      for (i = 0; i < MAX_TEXTURES; ++i)
      {
          state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
          init_default_texture_state(i, state->texture_states[i]);
      }
  
      init_default_sampler_states(state->sampler_states);
  
      state->blend_factor.r = 1.0f;
      state->blend_factor.g = 1.0f;
      state->blend_factor.b = 1.0f;
      state->blend_factor.a = 1.0f;
  
      for (i = 0; i < MAX_STREAMS; ++i)
          state->streams[i].frequency = 1;
  }
  
  void wined3d_stateblock_state_init(struct wined3d_stateblock_state *state,
          const struct wined3d_device *device, DWORD flags)
  {
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(state->light_state.light_map); i++)
      {
          list_init(&state->light_state.light_map[i]);
      }
  
      if (flags & WINED3D_STATE_INIT_DEFAULT)
          stateblock_state_init_default(state, &device->adapter->d3d_info);
  }
  
  static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
          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;
      wined3d_stateblock_state_init(&stateblock->stateblock_state, device, 0);
  
      if (type == WINED3D_SBT_RECORDED)
          return WINED3D_OK;
  
      TRACE("Updating changed flags appropriate for type %#x.\n", type);
  
      switch (type)
      {
          case WINED3D_SBT_ALL:
              stateblock_init_lights(stateblock->stateblock_state.light_state.light_map,
                      device->stateblock_state.light_state.light_map);
              stateblock_savedstates_set_all(&stateblock->changed,
                      d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
              break;
  
          case WINED3D_SBT_PIXEL_STATE:
              stateblock_savedstates_set_pixel(&stateblock->changed,
                      d3d_info->limits.ps_uniform_count);
              break;
  
          case WINED3D_SBT_VERTEX_STATE:
              stateblock_init_lights(stateblock->stateblock_state.light_state.light_map,
                      device->stateblock_state.light_state.light_map);
              stateblock_savedstates_set_vertex(&stateblock->changed,
                      d3d_info->limits.vs_uniform_count);
              break;
  
          default:
              FIXME("Unrecognized state block type %#x.\n", type);
              break;
      }
  
      stateblock_init_contained_states(stateblock);
      wined3d_stateblock_capture(stateblock);
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
          enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
  {
      struct wined3d_stateblock *object;
      HRESULT hr;
  
      TRACE("device %p, type %#x, stateblock %p.\n",
              device, type, stateblock);
  
      if (!(object = heap_alloc_zero(sizeof(*object))))
          return E_OUTOFMEMORY;
  
      hr = stateblock_init(object, device, type);
      if (FAILED(hr))
      {
          WARN("Failed to initialize stateblock, hr %#x.\n", hr);
          heap_free(object);
          return hr;
      }
  
      TRACE("Created stateblock %p.\n", object);
      *stateblock = object;
  
      return WINED3D_OK;
  }
  