Implement the beginnings of the stateblock class, and a first method

to use it.
This commit is contained in:
Jason Edmeades 2004-10-21 20:59:12 +00:00 committed by Alexandre Julliard
parent c0a142ccee
commit 447d5ed048
7 changed files with 212 additions and 19 deletions

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@ -597,14 +597,12 @@ HRESULT WINAPI IDirect3DDevice9Impl_ProcessVertices(LPDIRECT3DDEVICE9 iface, U
HRESULT WINAPI IDirect3DDevice9Impl_SetFVF(LPDIRECT3DDEVICE9 iface, DWORD FVF) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
return IWineD3DDevice_SetFVF(This->WineD3DDevice, FVF);
}
HRESULT WINAPI IDirect3DDevice9Impl_GetFVF(LPDIRECT3DDEVICE9 iface, DWORD* pFVF) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
return IWineD3DDevice_GetFVF(This->WineD3DDevice, pFVF);
}
HRESULT WINAPI IDirect3DDevice9Impl_SetStreamSource(LPDIRECT3DDEVICE9 iface, UINT StreamNumber, IDirect3DVertexBuffer9* pStreamData, UINT OffsetInBytes, UINT Stride) {

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@ -11,6 +11,7 @@ C_SRCS = \
device.c \
directx.c \
resource.c \
stateblock.c \
utils.c \
vertexbuffer.c \
vertexshader.c \

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@ -58,6 +58,56 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DStateBlockImpl *object;
/* Allocate Storage for the state block */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
object->lpVtbl = &IWineD3DStateBlock_Vtbl;
object->wineD3DDevice = iface;
object->ref = 1;
object->blockType = Type;
*ppStateBlock = (IWineD3DStateBlock *)object;
/* Special case - Used during initialization to produce a placeholder stateblock
so other functions called can update a state block */
if (Type == (D3DSTATEBLOCKTYPE) 0) {
/* Dont bother increasing the reference count otherwise a device will never
be freed due to circular dependencies */
return D3D_OK;
}
/* Otherwise, might as well set the whole state block to the appropriate values */
IWineD3DDevice_AddRef(iface);
memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
FIXME("unfinished - needs to set up changed and set attributes\n");
return D3D_OK;
}
/*****
* Get / Set FVF
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* Update the current statte block */
This->updateStateBlock->fvf = fvf;
This->updateStateBlock->changed.fvf = TRUE;
This->updateStateBlock->set.fvf = TRUE;
TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
/* No difference if recording or not */
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
*pfvf = This->stateBlock->fvf;
return D3D_OK;
}
/**********************************************************
* IUnknown parts follows
@ -95,5 +145,8 @@ IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_QueryInterface,
IWineD3DDeviceImpl_AddRef,
IWineD3DDeviceImpl_Release,
IWineD3DDeviceImpl_CreateVertexBuffer
IWineD3DDeviceImpl_CreateVertexBuffer,
IWineD3DDeviceImpl_CreateStateBlock,
IWineD3DDeviceImpl_SetFVF,
IWineD3DDeviceImpl_GetFVF
};

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@ -1465,12 +1465,11 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
/* TODO:
* Creating the startup stateBlock *
object->StateBlock = NULL;
IWineD3DDevice_CreateStateBlock(object, D3DSBT_ALL, NULL);
object->UpdateStateBlock = object->StateBlock;
*/
/* Creating the startup stateBlock - Note Special Case: 0 => Dont fill in yet! */
IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
(D3DSTATEBLOCKTYPE) 0,
(IWineD3DStateBlock **)&object->stateBlock);
object->updateStateBlock = object->stateBlock;
/* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
TRACE("Creating initial device surfaces\n");
@ -1551,9 +1550,7 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
This->isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, object->display);
/* Setup all the devices defaults */
/* TODO:
IDirect3DDeviceImpl_InitStartupStateBlock(object);
*/
IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)object->stateBlock);
LEAVE_GL();
@ -1595,7 +1592,7 @@ HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *p
ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
FIXME("(%p) : AddRef increasing from %ld\n", This, This->ref);
TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
return InterlockedIncrement(&This->ref);
}

73
dlls/wined3d/stateblock.c Normal file
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@ -0,0 +1,73 @@
/*
* state block implementation
*
* Copyright 2002 Raphael Junqueira
* 2004 Jason Edmeades
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
/* Note this may have a large overhead but it should only be executed
once, in order to initialize the complete state of the device and
all opengl equivalents */
TRACE("-----------------------> Setting up device defaults...\n");
This->blockType = D3DSBT_ALL;
TRACE("-----------------------> Device defaults now set up...\n");
return D3D_OK;
}
/**********************************************************
* IUnknown parts follows
**********************************************************/
HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
{
return E_NOINTERFACE;
}
ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
return InterlockedIncrement(&This->ref);
}
ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %ld\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) HeapFree(GetProcessHeap(), 0, This);
return ref;
}
/**********************************************************
* IWineD3DStateBlock VTbl follows
**********************************************************/
IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
{
IWineD3DStateBlockImpl_QueryInterface,
IWineD3DStateBlockImpl_AddRef,
IWineD3DStateBlockImpl_Release,
IWineD3DStateBlockImpl_InitStartupStateBlock
};

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@ -86,6 +86,8 @@ extern int num_lock;
} \
}
typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
/*****************************************************************************
* IWineD3D implementation structure
*/
@ -133,6 +135,11 @@ typedef struct IWineD3DDeviceImpl
BOOL view_ident; /* true iff view matrix is identity */
BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
/* State block related */
BOOL isRecordingState;
IWineD3DStateBlockImpl *stateBlock;
IWineD3DStateBlockImpl *updateStateBlock;
/* Internal use fields */
D3DDEVICE_CREATION_PARAMETERS createParms;
D3DPRESENT_PARAMETERS presentParms;
@ -184,14 +191,46 @@ typedef struct IWineD3DVertexBufferImpl
extern IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
/* Utility function prototypes */
/*****************************************************************************
* IWineD3DStateBlock implementation structure
*/
/* Internal state Block for Begin/End/Capture/Create/Apply info */
/* Note: Very long winded but gl Lists are not flexible enough */
/* to resolve everything we need, so doing it manually for now */
typedef struct SAVEDSTATES {
BOOL fvf;
} SAVEDSTATES;
struct IWineD3DStateBlockImpl
{
/* IUnknown fields */
IWineD3DStateBlockVtbl *lpVtbl;
DWORD ref; /* Note: Ref counting not required */
/* IWineD3DStateBlock information */
IWineD3DDevice *wineD3DDevice;
D3DSTATEBLOCKTYPE blockType;
/* Array indicating whether things have been set or changed */
SAVEDSTATES changed;
SAVEDSTATES set;
/* Drawing - Vertex Shader or FVF related */
DWORD fvf;
};
extern IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
/*****************************************************************************
* Utility function prototypes
*/
const char* debug_d3dformat(D3DFORMAT fmt);
const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
const char* debug_d3dresourcetype(D3DRESOURCETYPE res);
const char* debug_d3dusage(DWORD usage);
#if 0 /* Needs fixing during rework */
/*****************************************************************************
* IDirect3DVertexShaderDeclaration implementation structure

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@ -37,7 +37,7 @@
/*****************************************************************************
* WineD3D Structures
* WineD3D Structures to be used when d3d8 and d3d9 are incompatible
*/
typedef struct _WINED3DADAPTER_IDENTIFIER {
@ -74,6 +74,7 @@ typedef struct IWineD3D IWineD3D;
typedef struct IWineD3DDevice IWineD3DDevice;
typedef struct IWineD3DResource IWineD3DResource;
typedef struct IWineD3DVertexBuffer IWineD3DVertexBuffer;
typedef struct IWineD3DStateBlock IWineD3DStateBlock;
/*****************************************************************************
* WineD3D interface
@ -141,6 +142,9 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
STDMETHOD_(ULONG,Release)(THIS) PURE;
/*** IWineD3D methods ***/
STDMETHOD(CreateVertexBuffer)(THIS_ UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IWineD3DVertexBuffer **ppVertexBuffer, HANDLE *sharedHandle) PURE;
STDMETHOD(CreateStateBlock)(THIS_ D3DSTATEBLOCKTYPE Type, IWineD3DStateBlock **ppStateBlock) PURE;
STDMETHOD(SetFVF)(THIS_ DWORD fvf) PURE;
STDMETHOD(GetFVF)(THIS_ DWORD * pfvf) PURE;
};
#undef INTERFACE
@ -151,6 +155,9 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
#define IWineD3DDevice_Release(p) (p)->lpVtbl->Release(p)
/*** IWineD3DDevice methods ***/
#define IWineD3DDevice_CreateVertexBuffer(p,a,b,c,d,e,f) (p)->lpVtbl->CreateVertexBuffer(p,a,b,c,d,e,f)
#define IWineD3DDevice_CreateStateBlock(p,a,b) (p)->lpVtbl->CreateStateBlock(p,a,b)
#define IWineD3DDevice_SetFVF(p,a) (p)->lpVtbl->SetFVF(p,a)
#define IWineD3DDevice_GetFVF(p,a) (p)->lpVtbl->GetFVF(p,a)
#endif
/*****************************************************************************
@ -237,6 +244,31 @@ DECLARE_INTERFACE_(IWineD3DVertexBuffer,IDirect3DResource8)
#define IWineD3DVertexBuffer_GetDesc(p,a) (p)->lpVtbl->GetDesc(p,a)
#endif
/*****************************************************************************
* WineD3DStateBlock interface
*/
#define INTERFACE IWineD3DStateBlock
DECLARE_INTERFACE_(IWineD3DStateBlock,IUnknown)
{
/*** IUnknown methods ***/
STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
/*** IWineD3DStateBlock methods ***/
STDMETHOD(InitStartupStateBlock)(THIS) PURE;
};
#undef INTERFACE
#if !defined(__cplusplus) || defined(CINTERFACE)
/*** IUnknown methods ***/
#define IWineD3DStateBlock_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IWineD3DStateBlock_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IWineD3DStateBlock_Release(p) (p)->lpVtbl->Release(p)
/*** IWineD3DStateBlock methods ***/
#define IWineD3DStateBlock_InitStartupStateBlock(p) (p)->lpVtbl->InitStartupStateBlock(p)
#endif
#if 0 /* FIXME: During porting in from d3d8 - the following will be used */
/*****************************************************************
* Some defines