| /* |
| * Copyright 2011 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 "d3d10_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d10); |
| |
| struct d3d10_stateblock |
| { |
| ID3D10StateBlock ID3D10StateBlock_iface; |
| LONG refcount; |
| |
| ID3D10Device *device; |
| D3D10_STATE_BLOCK_MASK mask; |
| |
| ID3D10VertexShader *vs; |
| ID3D10SamplerState *vs_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]; |
| ID3D10ShaderResourceView *vs_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; |
| ID3D10Buffer *vs_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; |
| ID3D10GeometryShader *gs; |
| ID3D10SamplerState *gs_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]; |
| ID3D10ShaderResourceView *gs_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; |
| ID3D10Buffer *gs_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; |
| ID3D10PixelShader *ps; |
| ID3D10SamplerState *ps_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]; |
| ID3D10ShaderResourceView *ps_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; |
| ID3D10Buffer *ps_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; |
| ID3D10Buffer *vbs[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; |
| UINT vb_strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; |
| UINT vb_offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; |
| ID3D10Buffer *ib; |
| DXGI_FORMAT ib_format; |
| UINT ib_offset; |
| ID3D10InputLayout *il; |
| D3D10_PRIMITIVE_TOPOLOGY topology; |
| ID3D10RenderTargetView *rtvs[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]; |
| ID3D10DepthStencilView *dsv; |
| ID3D10DepthStencilState *dss; |
| UINT stencil_ref; |
| ID3D10BlendState *bs; |
| float blend_factor[4]; |
| UINT sample_mask; |
| D3D10_VIEWPORT vps[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
| D3D10_RECT scissor_rects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
| ID3D10RasterizerState *rs; |
| ID3D10Buffer *so_buffers[D3D10_SO_BUFFER_SLOT_COUNT]; |
| UINT so_offsets[D3D10_SO_BUFFER_SLOT_COUNT]; |
| ID3D10Predicate *predicate; |
| BOOL predicate_value; |
| }; |
| |
| static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface) |
| { |
| return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface); |
| } |
| |
| static void stateblock_cleanup(struct d3d10_stateblock *stateblock) |
| { |
| unsigned int i; |
| |
| if (stateblock->vs) |
| { |
| ID3D10VertexShader_Release(stateblock->vs); |
| stateblock->vs = NULL; |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| if (stateblock->vs_samplers[i]) |
| { |
| ID3D10SamplerState_Release(stateblock->vs_samplers[i]); |
| stateblock->vs_samplers[i] = NULL; |
| } |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->vs_resources[i]) |
| { |
| ID3D10ShaderResourceView_Release(stateblock->vs_resources[i]); |
| stateblock->vs_resources[i] = NULL; |
| } |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| if (stateblock->vs_cbs[i]) |
| { |
| ID3D10Buffer_Release(stateblock->vs_cbs[i]); |
| stateblock->vs_cbs[i] = NULL; |
| } |
| } |
| |
| if (stateblock->gs) |
| { |
| ID3D10GeometryShader_Release(stateblock->gs); |
| stateblock->gs = NULL; |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| if (stateblock->gs_samplers[i]) |
| { |
| ID3D10SamplerState_Release(stateblock->gs_samplers[i]); |
| stateblock->gs_samplers[i] = NULL; |
| } |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->gs_resources[i]) |
| { |
| ID3D10ShaderResourceView_Release(stateblock->gs_resources[i]); |
| stateblock->gs_resources[i] = NULL; |
| } |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| if (stateblock->gs_cbs[i]) |
| { |
| ID3D10Buffer_Release(stateblock->gs_cbs[i]); |
| stateblock->gs_cbs[i] = NULL; |
| } |
| } |
| |
| if (stateblock->ps) |
| { |
| ID3D10PixelShader_Release(stateblock->ps); |
| stateblock->ps = NULL; |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| if (stateblock->ps_samplers[i]) |
| { |
| ID3D10SamplerState_Release(stateblock->ps_samplers[i]); |
| stateblock->ps_samplers[i] = NULL; |
| } |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->ps_resources[i]) |
| { |
| ID3D10ShaderResourceView_Release(stateblock->ps_resources[i]); |
| stateblock->ps_resources[i] = NULL; |
| } |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| if (stateblock->ps_cbs[i]) |
| { |
| ID3D10Buffer_Release(stateblock->ps_cbs[i]); |
| stateblock->ps_cbs[i] = NULL; |
| } |
| } |
| |
| for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->vbs[i]) |
| { |
| ID3D10Buffer_Release(stateblock->vbs[i]); |
| stateblock->vbs[i] = NULL; |
| } |
| } |
| if (stateblock->ib) |
| { |
| ID3D10Buffer_Release(stateblock->ib); |
| stateblock->ib = NULL; |
| } |
| if (stateblock->il) |
| { |
| ID3D10InputLayout_Release(stateblock->il); |
| stateblock->il = NULL; |
| } |
| |
| for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) |
| { |
| if (stateblock->rtvs[i]) |
| { |
| ID3D10RenderTargetView_Release(stateblock->rtvs[i]); |
| stateblock->rtvs[i] = NULL; |
| } |
| } |
| if (stateblock->dsv) |
| { |
| ID3D10DepthStencilView_Release(stateblock->dsv); |
| stateblock->dsv = NULL; |
| } |
| if (stateblock->dss) |
| { |
| ID3D10DepthStencilState_Release(stateblock->dss); |
| stateblock->dss = NULL; |
| } |
| if (stateblock->bs) |
| { |
| ID3D10BlendState_Release(stateblock->bs); |
| stateblock->bs = NULL; |
| } |
| |
| if (stateblock->rs) |
| { |
| ID3D10RasterizerState_Release(stateblock->rs); |
| stateblock->rs = NULL; |
| } |
| |
| for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i) |
| { |
| if (stateblock->so_buffers[i]) |
| { |
| ID3D10Buffer_Release(stateblock->so_buffers[i]); |
| stateblock->so_buffers[i] = NULL; |
| } |
| } |
| |
| if (stateblock->predicate) |
| { |
| ID3D10Predicate_Release(stateblock->predicate); |
| stateblock->predicate = NULL; |
| } |
| } |
| |
| static HRESULT STDMETHODCALLTYPE d3d10_stateblock_QueryInterface(ID3D10StateBlock *iface, REFIID iid, void **object) |
| { |
| struct d3d10_stateblock *stateblock; |
| |
| TRACE("iface %p, iid %s, object %p.\n", iface, debugstr_guid(iid), object); |
| |
| stateblock = impl_from_ID3D10StateBlock(iface); |
| |
| if (IsEqualGUID(iid, &IID_ID3D10StateBlock) |
| || IsEqualGUID(iid, &IID_IUnknown)) |
| { |
| IUnknown_AddRef(&stateblock->ID3D10StateBlock_iface); |
| *object = &stateblock->ID3D10StateBlock_iface; |
| return S_OK; |
| } |
| |
| WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid)); |
| *object = NULL; |
| |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG STDMETHODCALLTYPE d3d10_stateblock_AddRef(ID3D10StateBlock *iface) |
| { |
| struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface); |
| ULONG refcount = InterlockedIncrement(&stateblock->refcount); |
| |
| TRACE("%p increasing refcount to %u.\n", stateblock, refcount); |
| |
| return refcount; |
| } |
| |
| static ULONG STDMETHODCALLTYPE d3d10_stateblock_Release(ID3D10StateBlock *iface) |
| { |
| struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface); |
| ULONG refcount = InterlockedDecrement(&stateblock->refcount); |
| |
| TRACE("%p decreasing refcount to %u.\n", stateblock, refcount); |
| |
| if (!refcount) |
| { |
| stateblock_cleanup(stateblock); |
| HeapFree(GetProcessHeap(), 0, stateblock); |
| } |
| |
| return refcount; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *iface) |
| { |
| unsigned int vp_count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
| struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface); |
| unsigned int i; |
| |
| TRACE("iface %p.\n", iface); |
| |
| stateblock_cleanup(stateblock); |
| |
| if (stateblock->mask.VS) |
| ID3D10Device_VSGetShader(stateblock->device, &stateblock->vs); |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.VSSamplers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_VSGetSamplers(stateblock->device, i, 1, &stateblock->vs_samplers[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.VSShaderResources[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_VSGetShaderResources(stateblock->device, i, 1, &stateblock->vs_resources[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.VSConstantBuffers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_VSGetConstantBuffers(stateblock->device, i, 1, &stateblock->vs_cbs[i]); |
| } |
| |
| if (stateblock->mask.GS) |
| ID3D10Device_GSGetShader(stateblock->device, &stateblock->gs); |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.GSSamplers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_GSGetSamplers(stateblock->device, i, 1, &stateblock->gs_samplers[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.GSShaderResources[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_GSGetShaderResources(stateblock->device, i, 1, &stateblock->gs_resources[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.GSConstantBuffers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_GSGetConstantBuffers(stateblock->device, i, 1, &stateblock->gs_cbs[i]); |
| } |
| |
| if (stateblock->mask.PS) |
| ID3D10Device_PSGetShader(stateblock->device, &stateblock->ps); |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.PSSamplers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_PSGetSamplers(stateblock->device, i, 1, &stateblock->ps_samplers[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.PSShaderResources[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_PSGetShaderResources(stateblock->device, i, 1, &stateblock->ps_resources[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.PSConstantBuffers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_PSGetConstantBuffers(stateblock->device, i, 1, &stateblock->ps_cbs[i]); |
| } |
| |
| for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.IAVertexBuffers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_IAGetVertexBuffers(stateblock->device, i, 1, &stateblock->vbs[i], |
| &stateblock->vb_strides[i], &stateblock->vb_offsets[i]); |
| } |
| if (stateblock->mask.IAIndexBuffer) |
| ID3D10Device_IAGetIndexBuffer(stateblock->device, &stateblock->ib, |
| &stateblock->ib_format, &stateblock->ib_offset); |
| if (stateblock->mask.IAInputLayout) |
| ID3D10Device_IAGetInputLayout(stateblock->device, &stateblock->il); |
| if (stateblock->mask.IAPrimitiveTopology) |
| ID3D10Device_IAGetPrimitiveTopology(stateblock->device, &stateblock->topology); |
| |
| if (stateblock->mask.OMRenderTargets) |
| ID3D10Device_OMGetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, |
| stateblock->rtvs, &stateblock->dsv); |
| if (stateblock->mask.OMDepthStencilState) |
| ID3D10Device_OMGetDepthStencilState(stateblock->device, &stateblock->dss, &stateblock->stencil_ref); |
| if (stateblock->mask.OMBlendState) |
| ID3D10Device_OMGetBlendState(stateblock->device, &stateblock->bs, |
| stateblock->blend_factor, &stateblock->sample_mask); |
| |
| if (stateblock->mask.RSViewports) |
| ID3D10Device_RSGetViewports(stateblock->device, &vp_count, stateblock->vps); |
| if (stateblock->mask.RSScissorRects) |
| ID3D10Device_RSGetScissorRects(stateblock->device, &vp_count, stateblock->scissor_rects); |
| if (stateblock->mask.RSRasterizerState) |
| ID3D10Device_RSGetState(stateblock->device, &stateblock->rs); |
| |
| if (stateblock->mask.SOBuffers) |
| ID3D10Device_SOGetTargets(stateblock->device, D3D10_SO_BUFFER_SLOT_COUNT, |
| stateblock->so_buffers, stateblock->so_offsets); |
| |
| if (stateblock->mask.Predication) |
| ID3D10Device_GetPredication(stateblock->device, &stateblock->predicate, &stateblock->predicate_value); |
| |
| return S_OK; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface) |
| { |
| struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface); |
| unsigned int i; |
| |
| TRACE("iface %p.\n", iface); |
| |
| if (stateblock->mask.VS) |
| ID3D10Device_VSSetShader(stateblock->device, stateblock->vs); |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.VSSamplers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_VSSetSamplers(stateblock->device, i, 1, &stateblock->vs_samplers[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.VSShaderResources[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_VSSetShaderResources(stateblock->device, i, 1, &stateblock->vs_resources[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.VSConstantBuffers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_VSSetConstantBuffers(stateblock->device, i, 1, &stateblock->vs_cbs[i]); |
| } |
| |
| if (stateblock->mask.GS) |
| ID3D10Device_GSSetShader(stateblock->device, stateblock->gs); |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.GSSamplers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_GSSetSamplers(stateblock->device, i, 1, &stateblock->gs_samplers[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.GSShaderResources[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_GSSetShaderResources(stateblock->device, i, 1, &stateblock->gs_resources[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.GSConstantBuffers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_GSSetConstantBuffers(stateblock->device, i, 1, &stateblock->gs_cbs[i]); |
| } |
| |
| if (stateblock->mask.PS) |
| ID3D10Device_PSSetShader(stateblock->device, stateblock->ps); |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.PSSamplers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_PSSetSamplers(stateblock->device, i, 1, &stateblock->ps_samplers[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.PSShaderResources[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_PSSetShaderResources(stateblock->device, i, 1, &stateblock->ps_resources[i]); |
| } |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.PSConstantBuffers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_PSSetConstantBuffers(stateblock->device, i, 1, &stateblock->ps_cbs[i]); |
| } |
| |
| for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| if (stateblock->mask.IAVertexBuffers[i >> 3] & (1 << (i & 7))) |
| ID3D10Device_IASetVertexBuffers(stateblock->device, i, 1, &stateblock->vbs[i], |
| &stateblock->vb_strides[i], &stateblock->vb_offsets[i]); |
| } |
| if (stateblock->mask.IAIndexBuffer) |
| ID3D10Device_IASetIndexBuffer(stateblock->device, stateblock->ib, |
| stateblock->ib_format, stateblock->ib_offset); |
| if (stateblock->mask.IAInputLayout) |
| ID3D10Device_IASetInputLayout(stateblock->device, stateblock->il); |
| if (stateblock->mask.IAPrimitiveTopology) |
| ID3D10Device_IASetPrimitiveTopology(stateblock->device, stateblock->topology); |
| |
| if (stateblock->mask.OMRenderTargets) |
| ID3D10Device_OMSetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, |
| stateblock->rtvs, stateblock->dsv); |
| if (stateblock->mask.OMDepthStencilState) |
| ID3D10Device_OMSetDepthStencilState(stateblock->device, stateblock->dss, stateblock->stencil_ref); |
| if (stateblock->mask.OMBlendState) |
| ID3D10Device_OMSetBlendState(stateblock->device, stateblock->bs, |
| stateblock->blend_factor, stateblock->sample_mask); |
| |
| if (stateblock->mask.RSViewports) |
| ID3D10Device_RSSetViewports(stateblock->device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, |
| stateblock->vps); |
| if (stateblock->mask.RSScissorRects) |
| ID3D10Device_RSSetScissorRects(stateblock->device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, |
| stateblock->scissor_rects); |
| if (stateblock->mask.RSRasterizerState) |
| ID3D10Device_RSSetState(stateblock->device, stateblock->rs); |
| |
| if (stateblock->mask.SOBuffers) |
| ID3D10Device_SOSetTargets(stateblock->device, D3D10_SO_BUFFER_SLOT_COUNT, |
| stateblock->so_buffers, stateblock->so_offsets); |
| |
| if (stateblock->mask.Predication) |
| ID3D10Device_SetPredication(stateblock->device, stateblock->predicate, stateblock->predicate_value); |
| |
| return S_OK; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE d3d10_stateblock_ReleaseAllDeviceObjects(ID3D10StateBlock *iface) |
| { |
| FIXME("iface %p stub!\n", iface); |
| |
| return E_NOTIMPL; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE d3d10_stateblock_GetDevice(ID3D10StateBlock *iface, ID3D10Device **device) |
| { |
| FIXME("iface %p, device %p stub!\n", iface, device); |
| |
| return E_NOTIMPL; |
| } |
| |
| static const struct ID3D10StateBlockVtbl d3d10_stateblock_vtbl = |
| { |
| /* IUnknown methods */ |
| d3d10_stateblock_QueryInterface, |
| d3d10_stateblock_AddRef, |
| d3d10_stateblock_Release, |
| /* ID3D10StateBlock methods */ |
| d3d10_stateblock_Capture, |
| d3d10_stateblock_Apply, |
| d3d10_stateblock_ReleaseAllDeviceObjects, |
| d3d10_stateblock_GetDevice, |
| }; |
| |
| HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device, |
| D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock) |
| { |
| struct d3d10_stateblock *object; |
| |
| TRACE("device %p, mask %p, stateblock %p.\n", device, mask, stateblock); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| { |
| ERR("Failed to allocate D3D10 stateblock object memory.\n"); |
| return E_OUTOFMEMORY; |
| } |
| |
| object->ID3D10StateBlock_iface.lpVtbl = &d3d10_stateblock_vtbl; |
| object->refcount = 1; |
| |
| object->device = device; |
| ID3D10Device_AddRef(object->device); |
| object->mask = *mask; |
| |
| TRACE("Created stateblock %p.\n", object); |
| *stateblock = &object->ID3D10StateBlock_iface; |
| |
| return S_OK; |
| } |
| |
| static BOOL stateblock_mask_get_bit(BYTE *field, UINT field_size, UINT idx) |
| { |
| if (idx >= field_size) |
| return FALSE; |
| |
| return field[idx >> 3] & (1 << (idx & 7)); |
| } |
| |
| static HRESULT stateblock_mask_set_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count) |
| { |
| UINT end_bit = start_bit + count; |
| BYTE start_mask = 0xff << (start_bit & 7); |
| BYTE end_mask = 0x7f >> (~end_bit & 7); |
| UINT start_idx = start_bit >> 3; |
| UINT end_idx = end_bit >> 3; |
| |
| if (start_bit >= field_size || field_size - start_bit < count) |
| return E_INVALIDARG; |
| |
| if (start_idx == end_idx) |
| { |
| field[start_idx] |= start_mask & end_mask; |
| return S_OK; |
| } |
| |
| if (start_bit & 7) |
| { |
| field[start_idx] |= start_mask; |
| ++start_idx; |
| } |
| |
| memset(&field[start_idx], 0xff, end_idx - start_idx); |
| |
| if (end_bit & 7) |
| field[end_idx] |= end_mask; |
| |
| return S_OK; |
| } |
| |
| static HRESULT stateblock_mask_clear_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count) |
| { |
| UINT end_bit = start_bit + count; |
| BYTE start_mask = 0x7f >> (~start_bit & 7); |
| BYTE end_mask = 0xff << (end_bit & 7); |
| UINT start_idx = start_bit >> 3; |
| UINT end_idx = end_bit >> 3; |
| |
| if (start_bit >= field_size || field_size - start_bit < count) |
| return E_INVALIDARG; |
| |
| if (start_idx == end_idx) |
| { |
| field[start_idx] &= start_mask | end_mask; |
| return S_OK; |
| } |
| |
| if (start_bit & 7) |
| { |
| field[start_idx] &= start_mask; |
| ++start_idx; |
| } |
| |
| memset(&field[start_idx], 0, end_idx - start_idx); |
| |
| if (end_bit & 7) |
| field[end_idx] &= end_mask; |
| |
| return S_OK; |
| } |
| |
| HRESULT WINAPI D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x, |
| D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result) |
| { |
| UINT count = sizeof(*result) / sizeof(DWORD); |
| UINT i; |
| |
| TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result); |
| |
| if (!mask_x || !mask_y || !result) |
| return E_INVALIDARG; |
| |
| for (i = 0; i < count; ++i) |
| { |
| ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] ^ ((DWORD *)mask_y)[i]; |
| } |
| for (i = count * sizeof(DWORD); i < sizeof(*result); ++i) |
| { |
| ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] ^ ((BYTE *)mask_y)[i]; |
| } |
| |
| return S_OK; |
| } |
| |
| HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask) |
| { |
| TRACE("mask %p.\n", mask); |
| |
| if (!mask) |
| return E_INVALIDARG; |
| |
| memset(mask, 0, sizeof(*mask)); |
| |
| return S_OK; |
| } |
| |
| HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask, |
| D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count) |
| { |
| TRACE("mask %p state_type %s, start_idx %u, count %u.\n", |
| mask, debug_d3d10_device_state_types(state_type), start_idx, count); |
| |
| if (!mask) |
| return E_INVALIDARG; |
| |
| switch (state_type) |
| { |
| case D3D10_DST_SO_BUFFERS: |
| return stateblock_mask_clear_bits(&mask->SOBuffers, 1, start_idx, count); |
| case D3D10_DST_OM_RENDER_TARGETS: |
| return stateblock_mask_clear_bits(&mask->OMRenderTargets, 1, start_idx, count); |
| case D3D10_DST_DEPTH_STENCIL_STATE: |
| return stateblock_mask_clear_bits(&mask->OMDepthStencilState, 1, start_idx, count); |
| case D3D10_DST_BLEND_STATE: |
| return stateblock_mask_clear_bits(&mask->OMBlendState, 1, start_idx, count); |
| case D3D10_DST_VS: |
| return stateblock_mask_clear_bits(&mask->VS, 1, start_idx, count); |
| case D3D10_DST_VS_SAMPLERS: |
| return stateblock_mask_clear_bits(mask->VSSamplers, |
| D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_VS_SHADER_RESOURCES: |
| return stateblock_mask_clear_bits(mask->VSShaderResources, |
| D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_VS_CONSTANT_BUFFERS: |
| return stateblock_mask_clear_bits(mask->VSConstantBuffers, |
| D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_GS: |
| return stateblock_mask_clear_bits(&mask->GS, 1, start_idx, count); |
| case D3D10_DST_GS_SAMPLERS: |
| return stateblock_mask_clear_bits(mask->GSSamplers, |
| D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_GS_SHADER_RESOURCES: |
| return stateblock_mask_clear_bits(mask->GSShaderResources, |
| D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_GS_CONSTANT_BUFFERS: |
| return stateblock_mask_clear_bits(mask->GSConstantBuffers, |
| D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_PS: |
| return stateblock_mask_clear_bits(&mask->PS, 1, start_idx, count); |
| case D3D10_DST_PS_SAMPLERS: |
| return stateblock_mask_clear_bits(mask->PSSamplers, |
| D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_PS_SHADER_RESOURCES: |
| return stateblock_mask_clear_bits(mask->PSShaderResources, |
| D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_PS_CONSTANT_BUFFERS: |
| return stateblock_mask_clear_bits(mask->PSConstantBuffers, |
| D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_IA_VERTEX_BUFFERS: |
| return stateblock_mask_clear_bits(mask->IAVertexBuffers, |
| D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_IA_INDEX_BUFFER: |
| return stateblock_mask_clear_bits(&mask->IAIndexBuffer, 1, start_idx, count); |
| case D3D10_DST_IA_INPUT_LAYOUT: |
| return stateblock_mask_clear_bits(&mask->IAInputLayout, 1, start_idx, count); |
| case D3D10_DST_IA_PRIMITIVE_TOPOLOGY: |
| return stateblock_mask_clear_bits(&mask->IAPrimitiveTopology, 1, start_idx, count); |
| case D3D10_DST_RS_VIEWPORTS: |
| return stateblock_mask_clear_bits(&mask->RSViewports, 1, start_idx, count); |
| case D3D10_DST_RS_SCISSOR_RECTS: |
| return stateblock_mask_clear_bits(&mask->RSScissorRects, 1, start_idx, count); |
| case D3D10_DST_RS_RASTERIZER_STATE: |
| return stateblock_mask_clear_bits(&mask->RSRasterizerState, 1, start_idx, count); |
| case D3D10_DST_PREDICATION: |
| return stateblock_mask_clear_bits(&mask->Predication, 1, start_idx, count); |
| default: |
| FIXME("Unhandled state_type %#x.\n", state_type); |
| return E_INVALIDARG; |
| } |
| } |
| |
| HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask) |
| { |
| TRACE("mask %p.\n", mask); |
| |
| if (!mask) |
| return E_INVALIDARG; |
| |
| memset(mask, 0xff, sizeof(*mask)); |
| |
| return S_OK; |
| } |
| |
| HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask, |
| D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count) |
| { |
| TRACE("mask %p state_type %s, start_idx %u, count %u.\n", |
| mask, debug_d3d10_device_state_types(state_type), start_idx, count); |
| |
| if (!mask) |
| return E_INVALIDARG; |
| |
| switch (state_type) |
| { |
| case D3D10_DST_SO_BUFFERS: |
| return stateblock_mask_set_bits(&mask->SOBuffers, 1, start_idx, count); |
| case D3D10_DST_OM_RENDER_TARGETS: |
| return stateblock_mask_set_bits(&mask->OMRenderTargets, 1, start_idx, count); |
| case D3D10_DST_DEPTH_STENCIL_STATE: |
| return stateblock_mask_set_bits(&mask->OMDepthStencilState, 1, start_idx, count); |
| case D3D10_DST_BLEND_STATE: |
| return stateblock_mask_set_bits(&mask->OMBlendState, 1, start_idx, count); |
| case D3D10_DST_VS: |
| return stateblock_mask_set_bits(&mask->VS, 1, start_idx, count); |
| case D3D10_DST_VS_SAMPLERS: |
| return stateblock_mask_set_bits(mask->VSSamplers, |
| D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_VS_SHADER_RESOURCES: |
| return stateblock_mask_set_bits(mask->VSShaderResources, |
| D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_VS_CONSTANT_BUFFERS: |
| return stateblock_mask_set_bits(mask->VSConstantBuffers, |
| D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_GS: |
| return stateblock_mask_set_bits(&mask->GS, 1, start_idx, count); |
| case D3D10_DST_GS_SAMPLERS: |
| return stateblock_mask_set_bits(mask->GSSamplers, |
| D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_GS_SHADER_RESOURCES: |
| return stateblock_mask_set_bits(mask->GSShaderResources, |
| D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_GS_CONSTANT_BUFFERS: |
| return stateblock_mask_set_bits(mask->GSConstantBuffers, |
| D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_PS: |
| return stateblock_mask_set_bits(&mask->PS, 1, start_idx, count); |
| case D3D10_DST_PS_SAMPLERS: |
| return stateblock_mask_set_bits(mask->PSSamplers, |
| D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_PS_SHADER_RESOURCES: |
| return stateblock_mask_set_bits(mask->PSShaderResources, |
| D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_PS_CONSTANT_BUFFERS: |
| return stateblock_mask_set_bits(mask->PSConstantBuffers, |
| D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_IA_VERTEX_BUFFERS: |
| return stateblock_mask_set_bits(mask->IAVertexBuffers, |
| D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); |
| case D3D10_DST_IA_INDEX_BUFFER: |
| return stateblock_mask_set_bits(&mask->IAIndexBuffer, 1, start_idx, count); |
| case D3D10_DST_IA_INPUT_LAYOUT: |
| return stateblock_mask_set_bits(&mask->IAInputLayout, 1, start_idx, count); |
| case D3D10_DST_IA_PRIMITIVE_TOPOLOGY: |
| return stateblock_mask_set_bits(&mask->IAPrimitiveTopology, 1, start_idx, count); |
| case D3D10_DST_RS_VIEWPORTS: |
| return stateblock_mask_set_bits(&mask->RSViewports, 1, start_idx, count); |
| case D3D10_DST_RS_SCISSOR_RECTS: |
| return stateblock_mask_set_bits(&mask->RSScissorRects, 1, start_idx, count); |
| case D3D10_DST_RS_RASTERIZER_STATE: |
| return stateblock_mask_set_bits(&mask->RSRasterizerState, 1, start_idx, count); |
| case D3D10_DST_PREDICATION: |
| return stateblock_mask_set_bits(&mask->Predication, 1, start_idx, count); |
| default: |
| FIXME("Unhandled state_type %#x.\n", state_type); |
| return E_INVALIDARG; |
| } |
| } |
| |
| BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask, |
| D3D10_DEVICE_STATE_TYPES state_type, UINT idx) |
| { |
| TRACE("mask %p state_type %s, idx %u.\n", |
| mask, debug_d3d10_device_state_types(state_type), idx); |
| |
| if (!mask) |
| return FALSE; |
| |
| switch (state_type) |
| { |
| case D3D10_DST_SO_BUFFERS: |
| return stateblock_mask_get_bit(&mask->SOBuffers, 1, idx); |
| case D3D10_DST_OM_RENDER_TARGETS: |
| return stateblock_mask_get_bit(&mask->OMRenderTargets, 1, idx); |
| case D3D10_DST_DEPTH_STENCIL_STATE: |
| return stateblock_mask_get_bit(&mask->OMDepthStencilState, 1, idx); |
| case D3D10_DST_BLEND_STATE: |
| return stateblock_mask_get_bit(&mask->OMBlendState, 1, idx); |
| case D3D10_DST_VS: |
| return stateblock_mask_get_bit(&mask->VS, 1, idx); |
| case D3D10_DST_VS_SAMPLERS: |
| return stateblock_mask_get_bit(mask->VSSamplers, |
| D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx); |
| case D3D10_DST_VS_SHADER_RESOURCES: |
| return stateblock_mask_get_bit(mask->VSShaderResources, |
| D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx); |
| case D3D10_DST_VS_CONSTANT_BUFFERS: |
| return stateblock_mask_get_bit(mask->VSConstantBuffers, |
| D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx); |
| case D3D10_DST_GS: |
| return stateblock_mask_get_bit(&mask->GS, 1, idx); |
| case D3D10_DST_GS_SAMPLERS: |
| return stateblock_mask_get_bit(mask->GSSamplers, |
| D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx); |
| case D3D10_DST_GS_SHADER_RESOURCES: |
| return stateblock_mask_get_bit(mask->GSShaderResources, |
| D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx); |
| case D3D10_DST_GS_CONSTANT_BUFFERS: |
| return stateblock_mask_get_bit(mask->GSConstantBuffers, |
| D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx); |
| case D3D10_DST_PS: |
| return stateblock_mask_get_bit(&mask->PS, 1, idx); |
| case D3D10_DST_PS_SAMPLERS: |
| return stateblock_mask_get_bit(mask->PSSamplers, |
| D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx); |
| case D3D10_DST_PS_SHADER_RESOURCES: |
| return stateblock_mask_get_bit(mask->PSShaderResources, |
| D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx); |
| case D3D10_DST_PS_CONSTANT_BUFFERS: |
| return stateblock_mask_get_bit(mask->PSConstantBuffers, |
| D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx); |
| case D3D10_DST_IA_VERTEX_BUFFERS: |
| return stateblock_mask_get_bit(mask->IAVertexBuffers, |
| D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, idx); |
| case D3D10_DST_IA_INDEX_BUFFER: |
| return stateblock_mask_get_bit(&mask->IAIndexBuffer, 1, idx); |
| case D3D10_DST_IA_INPUT_LAYOUT: |
| return stateblock_mask_get_bit(&mask->IAInputLayout, 1, idx); |
| case D3D10_DST_IA_PRIMITIVE_TOPOLOGY: |
| return stateblock_mask_get_bit(&mask->IAPrimitiveTopology, 1, idx); |
| case D3D10_DST_RS_VIEWPORTS: |
| return stateblock_mask_get_bit(&mask->RSViewports, 1, idx); |
| case D3D10_DST_RS_SCISSOR_RECTS: |
| return stateblock_mask_get_bit(&mask->RSScissorRects, 1, idx); |
| case D3D10_DST_RS_RASTERIZER_STATE: |
| return stateblock_mask_get_bit(&mask->RSRasterizerState, 1, idx); |
| case D3D10_DST_PREDICATION: |
| return stateblock_mask_get_bit(&mask->Predication, 1, idx); |
| default: |
| FIXME("Unhandled state_type %#x.\n", state_type); |
| return FALSE; |
| } |
| } |
| |
| HRESULT WINAPI D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK *mask_x, |
| D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result) |
| { |
| UINT count = sizeof(*result) / sizeof(DWORD); |
| UINT i; |
| |
| TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result); |
| |
| if (!mask_x || !mask_y || !result) |
| return E_INVALIDARG; |
| |
| for (i = 0; i < count; ++i) |
| { |
| ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] & ((DWORD *)mask_y)[i]; |
| } |
| for (i = count * sizeof(DWORD); i < sizeof(*result); ++i) |
| { |
| ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] & ((BYTE *)mask_y)[i]; |
| } |
| |
| return S_OK; |
| } |
| |
| HRESULT WINAPI D3D10StateBlockMaskUnion(D3D10_STATE_BLOCK_MASK *mask_x, |
| D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result) |
| { |
| UINT count = sizeof(*result) / sizeof(DWORD); |
| UINT i; |
| |
| TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result); |
| |
| if (!mask_x || !mask_y || !result) |
| return E_INVALIDARG; |
| |
| for (i = 0; i < count; ++i) |
| { |
| ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] | ((DWORD *)mask_y)[i]; |
| } |
| for (i = count * sizeof(DWORD); i < sizeof(*result); ++i) |
| { |
| ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] | ((BYTE *)mask_y)[i]; |
| } |
| |
| return S_OK; |
| } |