Implement the beginnings of the stateblock class, and a first method
to use it.
This commit is contained in:
parent
c0a142ccee
commit
447d5ed048
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@ -597,14 +597,12 @@ HRESULT WINAPI IDirect3DDevice9Impl_ProcessVertices(LPDIRECT3DDEVICE9 iface, U
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HRESULT WINAPI IDirect3DDevice9Impl_SetFVF(LPDIRECT3DDEVICE9 iface, DWORD FVF) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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return IWineD3DDevice_SetFVF(This->WineD3DDevice, FVF);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetFVF(LPDIRECT3DDEVICE9 iface, DWORD* pFVF) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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return IWineD3DDevice_GetFVF(This->WineD3DDevice, pFVF);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetStreamSource(LPDIRECT3DDEVICE9 iface, UINT StreamNumber, IDirect3DVertexBuffer9* pStreamData, UINT OffsetInBytes, UINT Stride) {
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@ -11,6 +11,7 @@ C_SRCS = \
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device.c \
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directx.c \
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resource.c \
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stateblock.c \
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utils.c \
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vertexbuffer.c \
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vertexshader.c \
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@ -58,6 +58,56 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DStateBlockImpl *object;
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/* Allocate Storage for the state block */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
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object->lpVtbl = &IWineD3DStateBlock_Vtbl;
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object->wineD3DDevice = iface;
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object->ref = 1;
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object->blockType = Type;
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*ppStateBlock = (IWineD3DStateBlock *)object;
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/* Special case - Used during initialization to produce a placeholder stateblock
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so other functions called can update a state block */
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if (Type == (D3DSTATEBLOCKTYPE) 0) {
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/* Dont bother increasing the reference count otherwise a device will never
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be freed due to circular dependencies */
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return D3D_OK;
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}
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/* Otherwise, might as well set the whole state block to the appropriate values */
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IWineD3DDevice_AddRef(iface);
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memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
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FIXME("unfinished - needs to set up changed and set attributes\n");
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return D3D_OK;
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}
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/*****
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* Get / Set FVF
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*****/
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HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Update the current statte block */
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This->updateStateBlock->fvf = fvf;
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This->updateStateBlock->changed.fvf = TRUE;
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This->updateStateBlock->set.fvf = TRUE;
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TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
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/* No difference if recording or not */
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
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*pfvf = This->stateBlock->fvf;
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return D3D_OK;
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}
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/**********************************************************
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* IUnknown parts follows
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@ -95,5 +145,8 @@ IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
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IWineD3DDeviceImpl_QueryInterface,
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IWineD3DDeviceImpl_AddRef,
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IWineD3DDeviceImpl_Release,
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IWineD3DDeviceImpl_CreateVertexBuffer
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IWineD3DDeviceImpl_CreateVertexBuffer,
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IWineD3DDeviceImpl_CreateStateBlock,
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IWineD3DDeviceImpl_SetFVF,
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IWineD3DDeviceImpl_GetFVF
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};
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@ -1465,12 +1465,11 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
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object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
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object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
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/* TODO:
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* Creating the startup stateBlock *
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object->StateBlock = NULL;
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IWineD3DDevice_CreateStateBlock(object, D3DSBT_ALL, NULL);
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object->UpdateStateBlock = object->StateBlock;
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*/
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/* Creating the startup stateBlock - Note Special Case: 0 => Dont fill in yet! */
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IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
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(D3DSTATEBLOCKTYPE) 0,
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(IWineD3DStateBlock **)&object->stateBlock);
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object->updateStateBlock = object->stateBlock;
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/* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
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TRACE("Creating initial device surfaces\n");
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@ -1551,9 +1550,7 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
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This->isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, object->display);
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/* Setup all the devices defaults */
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/* TODO:
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IDirect3DDeviceImpl_InitStartupStateBlock(object);
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*/
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IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)object->stateBlock);
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LEAVE_GL();
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@ -1595,7 +1592,7 @@ HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *p
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ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
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FIXME("(%p) : AddRef increasing from %ld\n", This, This->ref);
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TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
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return InterlockedIncrement(&This->ref);
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}
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@ -0,0 +1,73 @@
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/*
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* state block implementation
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*
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* Copyright 2002 Raphael Junqueira
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* 2004 Jason Edmeades
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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/* Note this may have a large overhead but it should only be executed
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once, in order to initialize the complete state of the device and
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all opengl equivalents */
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TRACE("-----------------------> Setting up device defaults...\n");
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This->blockType = D3DSBT_ALL;
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TRACE("-----------------------> Device defaults now set up...\n");
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return D3D_OK;
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}
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/**********************************************************
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* IUnknown parts follows
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**********************************************************/
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HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
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{
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
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return InterlockedIncrement(&This->ref);
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}
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ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %ld\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) HeapFree(GetProcessHeap(), 0, This);
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return ref;
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}
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/**********************************************************
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* IWineD3DStateBlock VTbl follows
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**********************************************************/
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IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
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{
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IWineD3DStateBlockImpl_QueryInterface,
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IWineD3DStateBlockImpl_AddRef,
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IWineD3DStateBlockImpl_Release,
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IWineD3DStateBlockImpl_InitStartupStateBlock
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};
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@ -86,6 +86,8 @@ extern int num_lock;
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} \
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}
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typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
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/*****************************************************************************
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* IWineD3D implementation structure
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*/
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@ -133,6 +135,11 @@ typedef struct IWineD3DDeviceImpl
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BOOL view_ident; /* true iff view matrix is identity */
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BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
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/* State block related */
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BOOL isRecordingState;
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IWineD3DStateBlockImpl *stateBlock;
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IWineD3DStateBlockImpl *updateStateBlock;
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/* Internal use fields */
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D3DDEVICE_CREATION_PARAMETERS createParms;
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D3DPRESENT_PARAMETERS presentParms;
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extern IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
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/* Utility function prototypes */
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/*****************************************************************************
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* IWineD3DStateBlock implementation structure
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*/
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/* Internal state Block for Begin/End/Capture/Create/Apply info */
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/* Note: Very long winded but gl Lists are not flexible enough */
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/* to resolve everything we need, so doing it manually for now */
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typedef struct SAVEDSTATES {
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BOOL fvf;
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} SAVEDSTATES;
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struct IWineD3DStateBlockImpl
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{
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/* IUnknown fields */
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IWineD3DStateBlockVtbl *lpVtbl;
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DWORD ref; /* Note: Ref counting not required */
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/* IWineD3DStateBlock information */
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IWineD3DDevice *wineD3DDevice;
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D3DSTATEBLOCKTYPE blockType;
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/* Array indicating whether things have been set or changed */
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SAVEDSTATES changed;
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SAVEDSTATES set;
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/* Drawing - Vertex Shader or FVF related */
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DWORD fvf;
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};
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extern IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
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/*****************************************************************************
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* Utility function prototypes
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*/
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const char* debug_d3dformat(D3DFORMAT fmt);
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const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
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const char* debug_d3dresourcetype(D3DRESOURCETYPE res);
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const char* debug_d3dusage(DWORD usage);
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#if 0 /* Needs fixing during rework */
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/*****************************************************************************
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* IDirect3DVertexShaderDeclaration implementation structure
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@ -37,7 +37,7 @@
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/*****************************************************************************
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* WineD3D Structures
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* WineD3D Structures to be used when d3d8 and d3d9 are incompatible
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*/
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typedef struct _WINED3DADAPTER_IDENTIFIER {
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typedef struct IWineD3DDevice IWineD3DDevice;
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typedef struct IWineD3DResource IWineD3DResource;
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typedef struct IWineD3DVertexBuffer IWineD3DVertexBuffer;
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typedef struct IWineD3DStateBlock IWineD3DStateBlock;
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/*****************************************************************************
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* WineD3D interface
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@ -141,6 +142,9 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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/*** IWineD3D methods ***/
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STDMETHOD(CreateVertexBuffer)(THIS_ UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IWineD3DVertexBuffer **ppVertexBuffer, HANDLE *sharedHandle) PURE;
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STDMETHOD(CreateStateBlock)(THIS_ D3DSTATEBLOCKTYPE Type, IWineD3DStateBlock **ppStateBlock) PURE;
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STDMETHOD(SetFVF)(THIS_ DWORD fvf) PURE;
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STDMETHOD(GetFVF)(THIS_ DWORD * pfvf) PURE;
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};
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#undef INTERFACE
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@ -151,6 +155,9 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
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#define IWineD3DDevice_Release(p) (p)->lpVtbl->Release(p)
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/*** IWineD3DDevice methods ***/
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#define IWineD3DDevice_CreateVertexBuffer(p,a,b,c,d,e,f) (p)->lpVtbl->CreateVertexBuffer(p,a,b,c,d,e,f)
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#define IWineD3DDevice_CreateStateBlock(p,a,b) (p)->lpVtbl->CreateStateBlock(p,a,b)
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#define IWineD3DDevice_SetFVF(p,a) (p)->lpVtbl->SetFVF(p,a)
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#define IWineD3DDevice_GetFVF(p,a) (p)->lpVtbl->GetFVF(p,a)
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#endif
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/*****************************************************************************
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#define IWineD3DVertexBuffer_GetDesc(p,a) (p)->lpVtbl->GetDesc(p,a)
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#endif
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/*****************************************************************************
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* WineD3DStateBlock interface
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*/
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#define INTERFACE IWineD3DStateBlock
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DECLARE_INTERFACE_(IWineD3DStateBlock,IUnknown)
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{
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/*** IUnknown methods ***/
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STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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/*** IWineD3DStateBlock methods ***/
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STDMETHOD(InitStartupStateBlock)(THIS) PURE;
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};
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#undef INTERFACE
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#if !defined(__cplusplus) || defined(CINTERFACE)
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/*** IUnknown methods ***/
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#define IWineD3DStateBlock_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
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#define IWineD3DStateBlock_AddRef(p) (p)->lpVtbl->AddRef(p)
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#define IWineD3DStateBlock_Release(p) (p)->lpVtbl->Release(p)
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/*** IWineD3DStateBlock methods ***/
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#define IWineD3DStateBlock_InitStartupStateBlock(p) (p)->lpVtbl->InitStartupStateBlock(p)
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#endif
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#if 0 /* FIXME: During porting in from d3d8 - the following will be used */
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/*****************************************************************
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* Some defines
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