wined3d: Introduce wined3d_stateblock_get_state().
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1698,6 +1698,11 @@ HRESULT CDECL wined3d_stateblock_set_light_enable(struct wined3d_stateblock *sta
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return S_OK;
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}
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const struct wined3d_stateblock_state * CDECL wined3d_stateblock_get_state(const struct wined3d_stateblock *stateblock)
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{
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return &stateblock->stateblock_state;
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}
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static void init_default_render_states(DWORD rs[WINEHIGHEST_RENDER_STATE + 1], const struct wined3d_d3d_info *d3d_info)
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{
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union
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@ -259,6 +259,7 @@
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@ cdecl wined3d_stateblock_capture(ptr ptr)
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@ cdecl wined3d_stateblock_create(ptr ptr long ptr)
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@ cdecl wined3d_stateblock_decref(ptr)
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@ cdecl wined3d_stateblock_get_state(ptr)
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@ cdecl wined3d_stateblock_incref(ptr)
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@ cdecl wined3d_stateblock_init_contained_states(ptr)
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@ cdecl wined3d_stateblock_reset(ptr)
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@ -272,14 +272,8 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup
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}
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/* Device caps */
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#define WINED3D_MAX_STREAMS 16
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#define WINED3D_MAX_TEXTURES 8
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#define WINED3D_MAX_FRAGMENT_SAMPLERS 16
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#define WINED3D_MAX_VERTEX_SAMPLERS 4
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#define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
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#define WINED3D_MAX_ACTIVE_LIGHTS 8
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#define WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS 32
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#define WINED3D_MAX_CLIP_DISTANCES 8
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#define MAX_CONSTANT_BUFFERS 15
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#define MAX_SAMPLER_OBJECTS 16
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#define MAX_SHADER_RESOURCE_VIEWS 128
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@ -699,10 +693,6 @@ enum wined3d_shader_conditional_op
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#define MAX_REG_INPUT 32
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#define MAX_REG_OUTPUT 32
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#define WINED3D_MAX_CBS 15
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#define WINED3D_MAX_CONSTS_B 16
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#define WINED3D_MAX_CONSTS_I 16
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#define WINED3D_MAX_VS_CONSTS_F 256
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#define WINED3D_MAX_PS_CONSTS_F 224
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/* FIXME: This needs to go up to 2048 for
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* Shader model 3 according to msdn (and for software shaders) */
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@ -1504,8 +1494,6 @@ static inline void wined3d_colour_srgb_from_linear(struct wined3d_color *colour_
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colour_srgb->a = colour->a;
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}
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#define WINED3D_HIGHEST_TRANSFORM_STATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
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void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
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const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
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@ -3122,15 +3110,6 @@ struct wined3d_stream_output
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UINT offset;
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};
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struct wined3d_stream_state
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{
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struct wined3d_buffer *buffer;
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UINT offset;
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UINT stride;
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UINT frequency;
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UINT flags;
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};
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#define LIGHTMAP_SIZE 43
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#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
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@ -3217,40 +3196,6 @@ struct wined3d_dummy_textures
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* wined3d_device_create() ignores it. */
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#define WINED3DCREATE_MULTITHREADED 0x00000004
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struct wined3d_stateblock_state
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{
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struct wined3d_vertex_declaration *vertex_declaration;
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struct wined3d_stream_state streams[WINED3D_MAX_STREAMS + 1];
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struct wined3d_buffer *index_buffer;
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enum wined3d_format_id index_format;
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int base_vertex_index;
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struct wined3d_shader *vs;
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struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
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struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
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BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
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struct wined3d_shader *ps;
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struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
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struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
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BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
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DWORD rs[WINEHIGHEST_RENDER_STATE + 1];
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struct wined3d_color blend_factor;
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struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS];
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DWORD sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
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DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
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struct wined3d_matrix transforms[WINED3D_HIGHEST_TRANSFORM_STATE + 1];
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struct wined3d_vec4 clip_planes[WINED3D_MAX_CLIP_DISTANCES];
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struct wined3d_material material;
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struct wined3d_viewport viewport;
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RECT scissor_rect;
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struct wined3d_light_state *light_state;
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};
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struct wined3d_device
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{
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LONG ref;
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@ -668,6 +668,7 @@ enum wined3d_transform_state
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};
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#define WINED3D_TS_WORLD_MATRIX(index) (enum wined3d_transform_state)(index + 256)
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#define WINED3D_HIGHEST_TRANSFORM_STATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
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enum wined3d_basis_type
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{
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@ -1588,6 +1589,17 @@ enum wined3d_shader_type
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#define WINED3D_REGISTER_WINDOW_NO_ALT_ENTER 0x00000002u
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#define WINED3D_REGISTER_WINDOW_NO_PRINT_SCREEN 0x00000004u
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#define WINED3D_MAX_STREAMS 16
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#define WINED3D_MAX_TEXTURES 8
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#define WINED3D_MAX_FRAGMENT_SAMPLERS 16
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#define WINED3D_MAX_VERTEX_SAMPLERS 4
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#define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
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#define WINED3D_MAX_CLIP_DISTANCES 8
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#define WINED3D_MAX_CONSTS_B 16
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#define WINED3D_MAX_CONSTS_I 16
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#define WINED3D_MAX_VS_CONSTS_F 256
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#define WINED3D_MAX_PS_CONSTS_F 224
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struct wined3d_display_mode
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{
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UINT width;
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@ -2111,6 +2123,49 @@ struct wined3d_output_desc
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HMONITOR monitor;
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};
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struct wined3d_stream_state
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{
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struct wined3d_buffer *buffer;
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UINT offset;
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UINT stride;
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UINT frequency;
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UINT flags;
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};
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struct wined3d_stateblock_state
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{
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struct wined3d_vertex_declaration *vertex_declaration;
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struct wined3d_stream_state streams[WINED3D_MAX_STREAMS + 1];
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struct wined3d_buffer *index_buffer;
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enum wined3d_format_id index_format;
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int base_vertex_index;
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struct wined3d_shader *vs;
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struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
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struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
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BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
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struct wined3d_shader *ps;
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struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
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struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
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BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
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DWORD rs[WINEHIGHEST_RENDER_STATE + 1];
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struct wined3d_color blend_factor;
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struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS];
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DWORD sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
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DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
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struct wined3d_matrix transforms[WINED3D_HIGHEST_TRANSFORM_STATE + 1];
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struct wined3d_vec4 clip_planes[WINED3D_MAX_CLIP_DISTANCES];
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struct wined3d_material material;
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struct wined3d_viewport viewport;
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RECT scissor_rect;
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struct wined3d_light_state *light_state;
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};
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struct wined3d_parent_ops
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{
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void (__stdcall *wined3d_object_destroyed)(void *parent);
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@ -2666,6 +2721,7 @@ void __cdecl wined3d_stateblock_capture(struct wined3d_stateblock *stateblock,
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HRESULT __cdecl wined3d_stateblock_create(struct wined3d_device *device, const struct wined3d_stateblock *device_state,
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enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock);
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ULONG __cdecl wined3d_stateblock_decref(struct wined3d_stateblock *stateblock);
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const struct wined3d_stateblock_state * __cdecl wined3d_stateblock_get_state(const struct wined3d_stateblock *stateblock);
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ULONG __cdecl wined3d_stateblock_incref(struct wined3d_stateblock *stateblock);
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void __cdecl wined3d_stateblock_init_contained_states(struct wined3d_stateblock *stateblock);
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void __cdecl wined3d_stateblock_reset(struct wined3d_stateblock *stateblock);
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