d3d11: Implement d3d11_immediate_context_ClearState().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-05-09 12:51:39 +02:00 committed by Alexandre Julliard
parent eb4792a9af
commit 7198cea163
1 changed files with 69 additions and 66 deletions

View File

@ -2404,7 +2404,74 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetConstantBuffers(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceContext *iface)
{
FIXME("iface %p stub!\n", iface);
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
unsigned int i;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_device_set_vertex_shader(device->wined3d_device, NULL);
wined3d_device_set_hull_shader(device->wined3d_device, NULL);
wined3d_device_set_domain_shader(device->wined3d_device, NULL);
wined3d_device_set_geometry_shader(device->wined3d_device, NULL);
wined3d_device_set_pixel_shader(device->wined3d_device, NULL);
wined3d_device_set_compute_shader(device->wined3d_device, NULL);
for (i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
wined3d_device_set_vs_sampler(device->wined3d_device, i, NULL);
wined3d_device_set_hs_sampler(device->wined3d_device, i, NULL);
wined3d_device_set_ds_sampler(device->wined3d_device, i, NULL);
wined3d_device_set_gs_sampler(device->wined3d_device, i, NULL);
wined3d_device_set_ps_sampler(device->wined3d_device, i, NULL);
wined3d_device_set_cs_sampler(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
wined3d_device_set_vs_resource_view(device->wined3d_device, i, NULL);
wined3d_device_set_hs_resource_view(device->wined3d_device, i, NULL);
wined3d_device_set_ds_resource_view(device->wined3d_device, i, NULL);
wined3d_device_set_gs_resource_view(device->wined3d_device, i, NULL);
wined3d_device_set_ps_resource_view(device->wined3d_device, i, NULL);
wined3d_device_set_cs_resource_view(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
wined3d_device_set_vs_cb(device->wined3d_device, i, NULL);
wined3d_device_set_hs_cb(device->wined3d_device, i, NULL);
wined3d_device_set_ds_cb(device->wined3d_device, i, NULL);
wined3d_device_set_gs_cb(device->wined3d_device, i, NULL);
wined3d_device_set_ps_cb(device->wined3d_device, i, NULL);
wined3d_device_set_cs_cb(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
wined3d_device_set_stream_source(device->wined3d_device, i, NULL, 0, 0);
}
wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN, 0);
wined3d_device_set_vertex_declaration(device->wined3d_device, NULL);
wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_UNDEFINED);
for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
wined3d_device_set_rendertarget_view(device->wined3d_device, i, NULL, FALSE);
}
wined3d_device_set_depth_stencil_view(device->wined3d_device, NULL);
for (i = 0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; ++i)
{
wined3d_device_set_unordered_access_view(device->wined3d_device, i, NULL);
wined3d_device_set_cs_uav(device->wined3d_device, i, NULL);
}
ID3D11DeviceContext_OMSetDepthStencilState(iface, NULL, 0);
ID3D11DeviceContext_OMSetBlendState(iface, NULL, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_RSSetViewports(iface, 0, NULL);
ID3D11DeviceContext_RSSetScissorRects(iface, 0, NULL);
ID3D11DeviceContext_RSSetState(iface, NULL);
for (i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; ++i)
{
wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0);
}
wined3d_device_set_predication(device->wined3d_device, NULL, FALSE);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d11_immediate_context_Flush(ID3D11DeviceContext *iface)
@ -4906,75 +4973,11 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateDataInterface(ID3D10Devi
static void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device1 *iface)
{
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_device_set_vertex_shader(device->wined3d_device, NULL);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
wined3d_device_set_vs_sampler(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
wined3d_device_set_vs_resource_view(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
wined3d_device_set_vs_cb(device->wined3d_device, i, NULL);
}
wined3d_device_set_geometry_shader(device->wined3d_device, NULL);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
wined3d_device_set_gs_sampler(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
wined3d_device_set_gs_resource_view(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
wined3d_device_set_gs_cb(device->wined3d_device, i, NULL);
}
wined3d_device_set_pixel_shader(device->wined3d_device, NULL);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
wined3d_device_set_ps_sampler(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
wined3d_device_set_ps_resource_view(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
wined3d_device_set_ps_cb(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
wined3d_device_set_stream_source(device->wined3d_device, i, NULL, 0, 0);
}
wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN, 0);
wined3d_device_set_vertex_declaration(device->wined3d_device, NULL);
wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_UNDEFINED);
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
wined3d_device_set_rendertarget_view(device->wined3d_device, i, NULL, FALSE);
}
wined3d_device_set_depth_stencil_view(device->wined3d_device, NULL);
ID3D10Device1_OMSetDepthStencilState(iface, NULL, 0);
ID3D10Device1_OMSetBlendState(iface, NULL, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device1_RSSetViewports(iface, 0, NULL);
ID3D10Device1_RSSetScissorRects(iface, 0, NULL);
ID3D10Device1_RSSetState(iface, NULL);
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
{
wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0);
}
wined3d_device_set_predication(device->wined3d_device, NULL, FALSE);
wined3d_mutex_unlock();
d3d11_immediate_context_ClearState(&device->immediate_context.ID3D11DeviceContext_iface);
}
static void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device1 *iface)