diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 84a878c955f..4284a595b43 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -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)