d3d10: Implement D3D10StateBlockMaskGetSetting().
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c7feb3a533
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380f989c4a
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@ -24,6 +24,6 @@
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@ stdcall D3D10StateBlockMaskDisableCapture(ptr long long long)
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@ stdcall D3D10StateBlockMaskEnableAll(ptr)
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@ stdcall D3D10StateBlockMaskEnableCapture(ptr long long long)
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@ stub D3D10StateBlockMaskGetSetting
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@ stdcall D3D10StateBlockMaskGetSetting(ptr long long)
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@ stub D3D10StateBlockMaskIntersect
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@ stub D3D10StateBlockMaskUnion
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@ -144,6 +144,14 @@ HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
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return S_OK;
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}
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static BOOL stateblock_mask_get_bit(BYTE *field, UINT field_size, UINT idx)
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{
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if (idx >= field_size)
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return FALSE;
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return field[idx >> 3] & (1 << (idx & 7));
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}
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static HRESULT stateblock_mask_set_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
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{
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UINT end_bit = start_bit + count;
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@ -402,3 +410,78 @@ HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
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return E_INVALIDARG;
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}
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}
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BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
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D3D10_DEVICE_STATE_TYPES state_type, UINT idx)
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{
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TRACE("mask %p state_type %s, idx %u.\n",
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mask, debug_d3d10_device_state_types(state_type), idx);
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if (!mask)
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return FALSE;
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switch (state_type)
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{
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case D3D10_DST_SO_BUFFERS:
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return stateblock_mask_get_bit(&mask->SOBuffers, 1, idx);
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case D3D10_DST_OM_RENDER_TARGETS:
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return stateblock_mask_get_bit(&mask->OMRenderTargets, 1, idx);
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case D3D10_DST_DEPTH_STENCIL_STATE:
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return stateblock_mask_get_bit(&mask->OMDepthStencilState, 1, idx);
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case D3D10_DST_BLEND_STATE:
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return stateblock_mask_get_bit(&mask->OMBlendState, 1, idx);
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case D3D10_DST_VS:
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return stateblock_mask_get_bit(&mask->VS, 1, idx);
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case D3D10_DST_VS_SAMPLERS:
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return stateblock_mask_get_bit(mask->VSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
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case D3D10_DST_VS_SHADER_RESOURCES:
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return stateblock_mask_get_bit(mask->VSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
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case D3D10_DST_VS_CONSTANT_BUFFERS:
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return stateblock_mask_get_bit(mask->VSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
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case D3D10_DST_GS:
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return stateblock_mask_get_bit(&mask->GS, 1, idx);
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case D3D10_DST_GS_SAMPLERS:
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return stateblock_mask_get_bit(mask->GSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
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case D3D10_DST_GS_SHADER_RESOURCES:
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return stateblock_mask_get_bit(mask->GSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
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case D3D10_DST_GS_CONSTANT_BUFFERS:
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return stateblock_mask_get_bit(mask->GSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
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case D3D10_DST_PS:
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return stateblock_mask_get_bit(&mask->PS, 1, idx);
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case D3D10_DST_PS_SAMPLERS:
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return stateblock_mask_get_bit(mask->PSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
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case D3D10_DST_PS_SHADER_RESOURCES:
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return stateblock_mask_get_bit(mask->PSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
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case D3D10_DST_PS_CONSTANT_BUFFERS:
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return stateblock_mask_get_bit(mask->PSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
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case D3D10_DST_IA_VERTEX_BUFFERS:
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return stateblock_mask_get_bit(mask->IAVertexBuffers,
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D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, idx);
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case D3D10_DST_IA_INDEX_BUFFER:
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return stateblock_mask_get_bit(&mask->IAIndexBuffer, 1, idx);
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case D3D10_DST_IA_INPUT_LAYOUT:
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return stateblock_mask_get_bit(&mask->IAInputLayout, 1, idx);
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case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
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return stateblock_mask_get_bit(&mask->IAPrimitiveTopology, 1, idx);
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case D3D10_DST_RS_VIEWPORTS:
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return stateblock_mask_get_bit(&mask->RSViewports, 1, idx);
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case D3D10_DST_RS_SCISSOR_RECTS:
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return stateblock_mask_get_bit(&mask->RSScissorRects, 1, idx);
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case D3D10_DST_RS_RASTERIZER_STATE:
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return stateblock_mask_get_bit(&mask->RSRasterizerState, 1, idx);
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case D3D10_DST_PREDICATION:
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return stateblock_mask_get_bit(&mask->Predication, 1, idx);
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default:
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FIXME("Unhandled state_type %#x.\n", state_type);
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return FALSE;
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}
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}
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@ -94,6 +94,7 @@ static void test_stateblock_mask(void)
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};
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D3D10_STATE_BLOCK_MASK mask_x, mask_y, result;
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HRESULT hr;
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BOOL ret;
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UINT i;
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memset(&mask_x, 0, sizeof(mask_x));
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@ -176,6 +177,27 @@ static void test_stateblock_mask(void)
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result.VSShaderResources[2], result.VSShaderResources[3],
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result.VSShaderResources[4], i);
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}
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result.VS = 0xff;
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ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS, 0);
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ok(ret == 1, "Got unexpected ret %#x.\n", ret);
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ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS, 1);
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ok(!ret, "Got unexpected ret %#x.\n", ret);
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result.VS = 0xfe;
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ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS, 0);
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ok(!ret, "Got unexpected ret %#x.\n", ret);
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result.VS = 0;
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ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS, 0);
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ok(!ret, "Got unexpected ret %#x.\n", ret);
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memset(&result, 0xff, sizeof(result));
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ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS_SHADER_RESOURCES, 3);
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ok(ret == 8, "Got unexpected ret %#x.\n", ret);
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ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS_SHADER_RESOURCES,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
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ok(!ret, "Got unexpected ret %#x.\n", ret);
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memset(&result, 0, sizeof(result));
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ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS_SHADER_RESOURCES, 3);
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ok(!ret, "Got unexpected ret %#x.\n", ret);
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}
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START_TEST(device)
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@ -840,6 +840,8 @@ HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
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HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask);
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HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
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D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count);
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BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
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D3D10_DEVICE_STATE_TYPES state_type, UINT idx);
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#ifdef __cplusplus
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}
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