wined3d: Introduce public API to set a wined3d_state object on a device.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2021-02-23 19:50:45 +01:00 committed by Alexandre Julliard
parent 57119a1c1f
commit 80e1eb87ad
4 changed files with 167 additions and 5 deletions

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@ -251,7 +251,7 @@ void wined3d_device_cleanup(struct wined3d_device *device)
wine_rb_destroy(&device->depth_stencil_states, device_leftover_depth_stencil_state, NULL);
wine_rb_destroy(&device->so_descs, device_free_so_desc, NULL);
heap_free(device->state);
wined3d_state_destroy(device->state);
device->state = NULL;
wined3d_decref(device->wined3d);
device->wined3d = NULL;
@ -1926,6 +1926,136 @@ void CDECL wined3d_device_get_scissor_rects(const struct wined3d_device *device,
*rect_count = state->scissor_rect_count;
}
void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3d_state *state)
{
const struct wined3d_light_info *light;
unsigned int i, j;
TRACE("device %p, state %p.\n", device, state);
device->state = state;
for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
{
wined3d_cs_emit_set_rendertarget_view(device->cs, i, state->fb.render_targets[i]);
}
wined3d_cs_emit_set_depth_stencil_view(device->cs, state->fb.depth_stencil);
wined3d_cs_emit_set_vertex_declaration(device->cs, state->vertex_declaration);
for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
{
wined3d_cs_emit_set_stream_output(device->cs, i,
state->stream_output[i].buffer, state->stream_output[i].offset);
}
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
{
wined3d_cs_emit_set_stream_source(device->cs, i, state->streams[i].buffer,
state->streams[i].offset, state->streams[i].stride);
}
wined3d_cs_emit_set_index_buffer(device->cs, state->index_buffer, state->index_format, state->index_offset);
wined3d_cs_emit_set_predication(device->cs, state->predicate, state->predicate_value);
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
wined3d_cs_emit_set_shader(device->cs, i, state->shader[i]);
for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
{
wined3d_cs_emit_set_constant_buffer(device->cs, i, j, state->cb[i][j]);
}
for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
{
wined3d_cs_emit_set_sampler(device->cs, i, j, state->sampler[i][j]);
}
for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
{
wined3d_cs_emit_set_shader_resource_view(device->cs, i, j, state->shader_resource_view[i][j]);
}
}
for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
{
for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
{
wined3d_cs_emit_set_unordered_access_view(device->cs, i, j, state->unordered_access_view[i][j], ~0);
}
}
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F,
0, WINED3D_MAX_VS_CONSTS_F, state->vs_consts_f);
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I,
0, WINED3D_MAX_CONSTS_I, state->vs_consts_i);
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B,
0, WINED3D_MAX_CONSTS_B, state->vs_consts_b);
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F,
0, WINED3D_MAX_PS_CONSTS_F, state->ps_consts_f);
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I,
0, WINED3D_MAX_CONSTS_I, state->ps_consts_i);
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B,
0, WINED3D_MAX_CONSTS_B, state->ps_consts_b);
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
wined3d_cs_emit_set_texture(device->cs, i, state->textures[i]);
for (j = 0; j < WINED3D_HIGHEST_SAMPLER_STATE + 1; ++j)
{
wined3d_cs_emit_set_sampler_state(device->cs, i, j, state->sampler_states[i][j]);
}
}
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
for (j = 0; j < WINED3D_HIGHEST_TEXTURE_STATE + 1; ++j)
{
wined3d_cs_emit_set_texture_state(device->cs, i, j, state->texture_states[i][j]);
}
}
for (i = 0; i < WINED3D_HIGHEST_TRANSFORM_STATE + 1; ++i)
{
wined3d_cs_emit_set_transform(device->cs, i, state->transforms + i);
}
for (i = 0; i < WINED3D_MAX_CLIP_DISTANCES; ++i)
{
wined3d_cs_emit_set_clip_plane(device->cs, i, state->clip_planes + i);
}
wined3d_cs_emit_set_material(device->cs, &state->material);
wined3d_cs_emit_set_viewports(device->cs, state->viewport_count, state->viewports);
wined3d_cs_emit_set_scissor_rects(device->cs, state->scissor_rect_count, state->scissor_rects);
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
LIST_FOR_EACH_ENTRY(light, &state->light_state.light_map[i], struct wined3d_light_info, entry)
{
wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
wined3d_cs_emit_set_light_enable(device->cs, light->OriginalIndex, light->glIndex != -1);
}
}
for (i = 0; i < WINEHIGHEST_RENDER_STATE + 1; ++i)
{
wined3d_cs_emit_set_render_state(device->cs, i, state->render_states[i]);
}
wined3d_cs_emit_set_blend_state(device->cs, state->blend_state, &state->blend_factor, state->sample_mask);
wined3d_cs_emit_set_depth_stencil_state(device->cs, state->depth_stencil_state, state->stencil_ref);
wined3d_cs_emit_set_rasterizer_state(device->cs, state->rasterizer_state);
}
struct wined3d_state * CDECL wined3d_device_get_state(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state;
}
void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
struct wined3d_vertex_declaration *declaration)
{
@ -5952,12 +6082,11 @@ HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined
return hr;
}
if (!(state = heap_alloc_zero(sizeof(*state))))
if (FAILED(hr = wined3d_state_create(device, &state)))
{
hr = E_OUTOFMEMORY;
ERR("Failed to create device state, hr %#x.\n", hr);
goto err;
}
state_init(state, &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
device->state = state;
device->max_frame_latency = 3;
@ -5974,7 +6103,7 @@ HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined
err:
if (state)
heap_free(state);
wined3d_state_destroy(state);
for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
{
heap_free(device->multistate_funcs[i]);

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@ -1885,6 +1885,28 @@ void state_init(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_
state_init_default(state, d3d_info);
}
HRESULT CDECL wined3d_state_create(struct wined3d_device *device, struct wined3d_state **state)
{
struct wined3d_state *object;
TRACE("device %p, state %p.\n", device, state);
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
state_init(object, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
*state = object;
return S_OK;
}
void CDECL wined3d_state_destroy(struct wined3d_state *state)
{
TRACE("state %p.\n", state);
state_cleanup(state);
heap_free(state);
}
static void stateblock_state_init_default(struct wined3d_stateblock_state *state,
const struct wined3d_d3d_info *d3d_info)
{

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@ -98,6 +98,7 @@
@ cdecl wined3d_device_get_rendertarget_view(ptr long)
@ cdecl wined3d_device_get_scissor_rects(ptr ptr ptr)
@ cdecl wined3d_device_get_software_vertex_processing(ptr)
@ cdecl wined3d_device_get_state(ptr)
@ cdecl wined3d_device_get_stream_output(ptr long ptr)
@ cdecl wined3d_device_get_stream_source(ptr long ptr ptr ptr)
@ cdecl wined3d_device_get_swapchain(ptr long)
@ -151,6 +152,7 @@
@ cdecl wined3d_device_set_rendertarget_view(ptr long ptr long)
@ cdecl wined3d_device_set_scissor_rects(ptr long ptr)
@ cdecl wined3d_device_set_software_vertex_processing(ptr long)
@ cdecl wined3d_device_set_state(ptr ptr)
@ cdecl wined3d_device_set_stream_output(ptr long ptr long)
@ cdecl wined3d_device_set_stream_source(ptr long ptr long long)
@ cdecl wined3d_device_set_unordered_access_view(ptr long ptr long)
@ -237,6 +239,9 @@
@ cdecl wined3d_shader_resource_view_get_parent(ptr)
@ cdecl wined3d_shader_resource_view_incref(ptr)
@ cdecl wined3d_state_create(ptr ptr)
@ cdecl wined3d_state_destroy(ptr)
@ cdecl wined3d_stateblock_apply(ptr ptr)
@ cdecl wined3d_stateblock_capture(ptr ptr)
@ cdecl wined3d_stateblock_create(ptr ptr long ptr)

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@ -2223,6 +2223,7 @@ struct wined3d_resource;
struct wined3d_sampler;
struct wined3d_shader;
struct wined3d_shader_resource_view;
struct wined3d_state;
struct wined3d_stateblock;
struct wined3d_swapchain;
struct wined3d_swapchain_state;
@ -2432,6 +2433,7 @@ struct wined3d_rendertarget_view * __cdecl wined3d_device_get_rendertarget_view(
void __cdecl wined3d_device_get_scissor_rects(const struct wined3d_device *device, unsigned int *rect_count,
RECT *rect);
BOOL __cdecl wined3d_device_get_software_vertex_processing(const struct wined3d_device *device);
struct wined3d_state * __cdecl wined3d_device_get_state(struct wined3d_device *device);
struct wined3d_buffer * __cdecl wined3d_device_get_stream_output(struct wined3d_device *device,
UINT idx, UINT *offset);
HRESULT __cdecl wined3d_device_get_stream_source(const struct wined3d_device *device,
@ -2522,6 +2524,7 @@ HRESULT __cdecl wined3d_device_set_rendertarget_view(struct wined3d_device *devi
void __cdecl wined3d_device_set_scissor_rects(struct wined3d_device *device,
unsigned int rect_count, const RECT *rect);
void __cdecl wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software);
void __cdecl wined3d_device_set_state(struct wined3d_device *device, struct wined3d_state *state);
void __cdecl wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
struct wined3d_buffer *buffer, UINT offset);
HRESULT __cdecl wined3d_device_set_stream_source(struct wined3d_device *device,
@ -2730,6 +2733,9 @@ void __cdecl wined3d_shader_resource_view_generate_mipmaps(struct wined3d_shader
void * __cdecl wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view);
ULONG __cdecl wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view);
HRESULT __cdecl wined3d_state_create(struct wined3d_device *device, struct wined3d_state **state);
void __cdecl wined3d_state_destroy(struct wined3d_state *state);
void __cdecl wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock,
struct wined3d_stateblock *device_state);
void __cdecl wined3d_stateblock_capture(struct wined3d_stateblock *stateblock,