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>
This commit is contained in:
Zebediah Figura 2019-11-30 19:19:59 -06:00 committed by Alexandre Julliard
parent a9fc87b1f7
commit 90d388f557
4 changed files with 62 additions and 55 deletions

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@ -1698,6 +1698,11 @@ HRESULT CDECL wined3d_stateblock_set_light_enable(struct wined3d_stateblock *sta
return S_OK;
}
const struct wined3d_stateblock_state * CDECL wined3d_stateblock_get_state(const struct wined3d_stateblock *stateblock)
{
return &stateblock->stateblock_state;
}
static void init_default_render_states(DWORD rs[WINEHIGHEST_RENDER_STATE + 1], const struct wined3d_d3d_info *d3d_info)
{
union

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@ -259,6 +259,7 @@
@ cdecl wined3d_stateblock_capture(ptr ptr)
@ cdecl wined3d_stateblock_create(ptr ptr long ptr)
@ cdecl wined3d_stateblock_decref(ptr)
@ cdecl wined3d_stateblock_get_state(ptr)
@ cdecl wined3d_stateblock_incref(ptr)
@ cdecl wined3d_stateblock_init_contained_states(ptr)
@ 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
}
/* Device caps */
#define WINED3D_MAX_STREAMS 16
#define WINED3D_MAX_TEXTURES 8
#define WINED3D_MAX_FRAGMENT_SAMPLERS 16
#define WINED3D_MAX_VERTEX_SAMPLERS 4
#define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
#define WINED3D_MAX_ACTIVE_LIGHTS 8
#define WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS 32
#define WINED3D_MAX_CLIP_DISTANCES 8
#define MAX_CONSTANT_BUFFERS 15
#define MAX_SAMPLER_OBJECTS 16
#define MAX_SHADER_RESOURCE_VIEWS 128
@ -699,10 +693,6 @@ enum wined3d_shader_conditional_op
#define MAX_REG_INPUT 32
#define MAX_REG_OUTPUT 32
#define WINED3D_MAX_CBS 15
#define WINED3D_MAX_CONSTS_B 16
#define WINED3D_MAX_CONSTS_I 16
#define WINED3D_MAX_VS_CONSTS_F 256
#define WINED3D_MAX_PS_CONSTS_F 224
/* FIXME: This needs to go up to 2048 for
* Shader model 3 according to msdn (and for software shaders) */
@ -1504,8 +1494,6 @@ static inline void wined3d_colour_srgb_from_linear(struct wined3d_color *colour_
colour_srgb->a = colour->a;
}
#define WINED3D_HIGHEST_TRANSFORM_STATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
@ -3122,15 +3110,6 @@ struct wined3d_stream_output
UINT offset;
};
struct wined3d_stream_state
{
struct wined3d_buffer *buffer;
UINT offset;
UINT stride;
UINT frequency;
UINT flags;
};
#define LIGHTMAP_SIZE 43
#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
@ -3217,40 +3196,6 @@ struct wined3d_dummy_textures
* wined3d_device_create() ignores it. */
#define WINED3DCREATE_MULTITHREADED 0x00000004
struct wined3d_stateblock_state
{
struct wined3d_vertex_declaration *vertex_declaration;
struct wined3d_stream_state streams[WINED3D_MAX_STREAMS + 1];
struct wined3d_buffer *index_buffer;
enum wined3d_format_id index_format;
int base_vertex_index;
struct wined3d_shader *vs;
struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
struct wined3d_shader *ps;
struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
DWORD rs[WINEHIGHEST_RENDER_STATE + 1];
struct wined3d_color blend_factor;
struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS];
DWORD sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
struct wined3d_matrix transforms[WINED3D_HIGHEST_TRANSFORM_STATE + 1];
struct wined3d_vec4 clip_planes[WINED3D_MAX_CLIP_DISTANCES];
struct wined3d_material material;
struct wined3d_viewport viewport;
RECT scissor_rect;
struct wined3d_light_state *light_state;
};
struct wined3d_device
{
LONG ref;

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@ -668,6 +668,7 @@ enum wined3d_transform_state
};
#define WINED3D_TS_WORLD_MATRIX(index) (enum wined3d_transform_state)(index + 256)
#define WINED3D_HIGHEST_TRANSFORM_STATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
enum wined3d_basis_type
{
@ -1588,6 +1589,17 @@ enum wined3d_shader_type
#define WINED3D_REGISTER_WINDOW_NO_ALT_ENTER 0x00000002u
#define WINED3D_REGISTER_WINDOW_NO_PRINT_SCREEN 0x00000004u
#define WINED3D_MAX_STREAMS 16
#define WINED3D_MAX_TEXTURES 8
#define WINED3D_MAX_FRAGMENT_SAMPLERS 16
#define WINED3D_MAX_VERTEX_SAMPLERS 4
#define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
#define WINED3D_MAX_CLIP_DISTANCES 8
#define WINED3D_MAX_CONSTS_B 16
#define WINED3D_MAX_CONSTS_I 16
#define WINED3D_MAX_VS_CONSTS_F 256
#define WINED3D_MAX_PS_CONSTS_F 224
struct wined3d_display_mode
{
UINT width;
@ -2111,6 +2123,49 @@ struct wined3d_output_desc
HMONITOR monitor;
};
struct wined3d_stream_state
{
struct wined3d_buffer *buffer;
UINT offset;
UINT stride;
UINT frequency;
UINT flags;
};
struct wined3d_stateblock_state
{
struct wined3d_vertex_declaration *vertex_declaration;
struct wined3d_stream_state streams[WINED3D_MAX_STREAMS + 1];
struct wined3d_buffer *index_buffer;
enum wined3d_format_id index_format;
int base_vertex_index;
struct wined3d_shader *vs;
struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
struct wined3d_shader *ps;
struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
DWORD rs[WINEHIGHEST_RENDER_STATE + 1];
struct wined3d_color blend_factor;
struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS];
DWORD sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
struct wined3d_matrix transforms[WINED3D_HIGHEST_TRANSFORM_STATE + 1];
struct wined3d_vec4 clip_planes[WINED3D_MAX_CLIP_DISTANCES];
struct wined3d_material material;
struct wined3d_viewport viewport;
RECT scissor_rect;
struct wined3d_light_state *light_state;
};
struct wined3d_parent_ops
{
void (__stdcall *wined3d_object_destroyed)(void *parent);
@ -2666,6 +2721,7 @@ void __cdecl wined3d_stateblock_capture(struct wined3d_stateblock *stateblock,
HRESULT __cdecl wined3d_stateblock_create(struct wined3d_device *device, const struct wined3d_stateblock *device_state,
enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock);
ULONG __cdecl wined3d_stateblock_decref(struct wined3d_stateblock *stateblock);
const struct wined3d_stateblock_state * __cdecl wined3d_stateblock_get_state(const struct wined3d_stateblock *stateblock);
ULONG __cdecl wined3d_stateblock_incref(struct wined3d_stateblock *stateblock);
void __cdecl wined3d_stateblock_init_contained_states(struct wined3d_stateblock *stateblock);
void __cdecl wined3d_stateblock_reset(struct wined3d_stateblock *stateblock);