wined3d: Capture stateblock state from a wined3d_state structure.

This commit is contained in:
Henri Verbeet 2010-09-27 12:07:55 +02:00 committed by Alexandre Julliard
parent 9f75633a4f
commit b9f4fdcc51
1 changed files with 106 additions and 115 deletions

View File

@ -600,22 +600,24 @@ static void record_lights(IWineD3DStateBlockImpl *This, const struct wined3d_sta
static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DStateBlockImpl *targetStateBlock = This->device->stateBlock;
const struct wined3d_state *src_state = &This->device->stateBlock->state;
unsigned int i;
DWORD map;
TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
TRACE("iface %p.\n", iface);
if (This->changed.vertexShader && This->state.vertex_shader != targetStateBlock->state.vertex_shader)
TRACE("Capturing state %p.\n", src_state);
if (This->changed.vertexShader && This->state.vertex_shader != src_state->vertex_shader)
{
TRACE("Updating vertex shader from %p to %p\n",
This->state.vertex_shader, targetStateBlock->state.vertex_shader);
This->state.vertex_shader, src_state->vertex_shader);
if (targetStateBlock->state.vertex_shader)
IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)targetStateBlock->state.vertex_shader);
if (src_state->vertex_shader)
IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)src_state->vertex_shader);
if (This->state.vertex_shader)
IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
This->state.vertex_shader = targetStateBlock->state.vertex_shader;
This->state.vertex_shader = src_state->vertex_shader;
}
/* Vertex Shader Float Constants */
@ -623,17 +625,16 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
unsigned int idx = This->contained_vs_consts_f[i];
TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
This, targetStateBlock, idx,
targetStateBlock->state.vs_consts_f[idx * 4 + 0],
targetStateBlock->state.vs_consts_f[idx * 4 + 1],
targetStateBlock->state.vs_consts_f[idx * 4 + 2],
targetStateBlock->state.vs_consts_f[idx * 4 + 3]);
TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
src_state->vs_consts_f[idx * 4 + 0],
src_state->vs_consts_f[idx * 4 + 1],
src_state->vs_consts_f[idx * 4 + 2],
src_state->vs_consts_f[idx * 4 + 3]);
This->state.vs_consts_f[idx * 4 + 0] = targetStateBlock->state.vs_consts_f[idx * 4 + 0];
This->state.vs_consts_f[idx * 4 + 1] = targetStateBlock->state.vs_consts_f[idx * 4 + 1];
This->state.vs_consts_f[idx * 4 + 2] = targetStateBlock->state.vs_consts_f[idx * 4 + 2];
This->state.vs_consts_f[idx * 4 + 3] = targetStateBlock->state.vs_consts_f[idx * 4 + 3];
This->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
This->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
This->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
This->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
}
/* Vertex Shader Integer Constants */
@ -641,17 +642,16 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
unsigned int idx = This->contained_vs_consts_i[i];
TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
This, targetStateBlock, idx,
targetStateBlock->state.vs_consts_i[idx * 4 + 0],
targetStateBlock->state.vs_consts_i[idx * 4 + 1],
targetStateBlock->state.vs_consts_i[idx * 4 + 2],
targetStateBlock->state.vs_consts_i[idx * 4 + 3]);
TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
src_state->vs_consts_i[idx * 4 + 0],
src_state->vs_consts_i[idx * 4 + 1],
src_state->vs_consts_i[idx * 4 + 2],
src_state->vs_consts_i[idx * 4 + 3]);
This->state.vs_consts_i[idx * 4 + 0] = targetStateBlock->state.vs_consts_i[idx * 4 + 0];
This->state.vs_consts_i[idx * 4 + 1] = targetStateBlock->state.vs_consts_i[idx * 4 + 1];
This->state.vs_consts_i[idx * 4 + 2] = targetStateBlock->state.vs_consts_i[idx * 4 + 2];
This->state.vs_consts_i[idx * 4 + 3] = targetStateBlock->state.vs_consts_i[idx * 4 + 3];
This->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
This->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
This->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
This->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
}
/* Vertex Shader Boolean Constants */
@ -659,11 +659,10 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
unsigned int idx = This->contained_vs_consts_b[i];
TRACE("Setting %p from %p %u to %s.\n",
This, targetStateBlock, idx,
targetStateBlock->state.vs_consts_b[idx] ? "TRUE" : "FALSE");
TRACE("Setting vs_consts_b[%u] to %s.\n",
idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
This->state.vs_consts_b[idx] = targetStateBlock->state.vs_consts_b[idx];
This->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
}
/* Pixel Shader Float Constants */
@ -671,44 +670,42 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
unsigned int idx = This->contained_ps_consts_f[i];
TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
This, targetStateBlock, idx,
targetStateBlock->state.ps_consts_f[idx * 4 + 0],
targetStateBlock->state.ps_consts_f[idx * 4 + 1],
targetStateBlock->state.ps_consts_f[idx * 4 + 2],
targetStateBlock->state.ps_consts_f[idx * 4 + 3]);
TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
src_state->ps_consts_f[idx * 4 + 0],
src_state->ps_consts_f[idx * 4 + 1],
src_state->ps_consts_f[idx * 4 + 2],
src_state->ps_consts_f[idx * 4 + 3]);
This->state.ps_consts_f[idx * 4 + 0] = targetStateBlock->state.ps_consts_f[idx * 4 + 0];
This->state.ps_consts_f[idx * 4 + 1] = targetStateBlock->state.ps_consts_f[idx * 4 + 1];
This->state.ps_consts_f[idx * 4 + 2] = targetStateBlock->state.ps_consts_f[idx * 4 + 2];
This->state.ps_consts_f[idx * 4 + 3] = targetStateBlock->state.ps_consts_f[idx * 4 + 3];
This->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
This->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
This->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
This->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
}
/* Pixel Shader Integer Constants */
for (i = 0; i < This->num_contained_ps_consts_i; ++i)
{
unsigned int idx = This->contained_ps_consts_i[i];
TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
This, targetStateBlock, idx,
targetStateBlock->state.ps_consts_i[idx * 4 + 0],
targetStateBlock->state.ps_consts_i[idx * 4 + 1],
targetStateBlock->state.ps_consts_i[idx * 4 + 2],
targetStateBlock->state.ps_consts_i[idx * 4 + 3]);
TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
src_state->ps_consts_i[idx * 4 + 0],
src_state->ps_consts_i[idx * 4 + 1],
src_state->ps_consts_i[idx * 4 + 2],
src_state->ps_consts_i[idx * 4 + 3]);
This->state.ps_consts_i[idx * 4 + 0] = targetStateBlock->state.ps_consts_i[idx * 4 + 0];
This->state.ps_consts_i[idx * 4 + 1] = targetStateBlock->state.ps_consts_i[idx * 4 + 1];
This->state.ps_consts_i[idx * 4 + 2] = targetStateBlock->state.ps_consts_i[idx * 4 + 2];
This->state.ps_consts_i[idx * 4 + 3] = targetStateBlock->state.ps_consts_i[idx * 4 + 3];
This->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
This->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
This->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
This->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
}
/* Pixel Shader Boolean Constants */
for (i = 0; i < This->num_contained_ps_consts_b; ++i)
{
unsigned int idx = This->contained_ps_consts_b[i];
TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
targetStateBlock->state.ps_consts_b[idx] ? "TRUE" : "FALSE");
TRACE("Setting ps_consts_b[%u] to %s.\n",
idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
This->state.ps_consts_b[idx] = targetStateBlock->state.ps_consts_b[idx];
This->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
}
/* Others + Render & Texture */
@ -718,63 +715,61 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
TRACE("Updating transform %#x.\n", transform);
This->state.transforms[transform] = targetStateBlock->state.transforms[transform];
This->state.transforms[transform] = src_state->transforms[transform];
}
if (This->changed.primitive_type) This->state.gl_primitive_type = targetStateBlock->state.gl_primitive_type;
if (This->changed.primitive_type)
This->state.gl_primitive_type = src_state->gl_primitive_type;
if (This->changed.indices
&& ((This->state.index_buffer != targetStateBlock->state.index_buffer)
|| (This->state.base_vertex_index != targetStateBlock->state.base_vertex_index)
|| (This->state.index_format != targetStateBlock->state.index_format)))
&& ((This->state.index_buffer != src_state->index_buffer)
|| (This->state.base_vertex_index != src_state->base_vertex_index)
|| (This->state.index_format != src_state->index_format)))
{
TRACE("Updating index buffer to %p, baseVertexIndex to %d.\n",
targetStateBlock->state.index_buffer, targetStateBlock->state.base_vertex_index);
TRACE("Updating index buffer to %p, base vertex index to %d.\n",
src_state->index_buffer, src_state->base_vertex_index);
if (targetStateBlock->state.index_buffer)
IWineD3DBuffer_AddRef((IWineD3DBuffer *)targetStateBlock->state.index_buffer);
if (src_state->index_buffer)
IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->index_buffer);
if (This->state.index_buffer)
IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
This->state.index_buffer = targetStateBlock->state.index_buffer;
This->state.base_vertex_index = targetStateBlock->state.base_vertex_index;
This->state.index_format = targetStateBlock->state.index_format;
This->state.index_buffer = src_state->index_buffer;
This->state.base_vertex_index = src_state->base_vertex_index;
This->state.index_format = src_state->index_format;
}
if (This->changed.vertexDecl && This->state.vertex_declaration != targetStateBlock->state.vertex_declaration)
if (This->changed.vertexDecl && This->state.vertex_declaration != src_state->vertex_declaration)
{
TRACE("Updating vertex declaration from %p to %p.\n",
This->state.vertex_declaration, targetStateBlock->state.vertex_declaration);
This->state.vertex_declaration, src_state->vertex_declaration);
if (targetStateBlock->state.vertex_declaration)
IWineD3DVertexDeclaration_AddRef(
(IWineD3DVertexDeclaration *)targetStateBlock->state.vertex_declaration);
if (src_state->vertex_declaration)
IWineD3DVertexDeclaration_AddRef((IWineD3DVertexDeclaration *)src_state->vertex_declaration);
if (This->state.vertex_declaration)
IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
This->state.vertex_declaration = targetStateBlock->state.vertex_declaration;
This->state.vertex_declaration = src_state->vertex_declaration;
}
if (This->changed.material && memcmp(&targetStateBlock->state.material,
&This->state.material, sizeof(This->state.material)))
if (This->changed.material && memcmp(&src_state->material, &This->state.material, sizeof(This->state.material)))
{
TRACE("Updating material.\n");
This->state.material = targetStateBlock->state.material;
This->state.material = src_state->material;
}
if (This->changed.viewport && memcmp(&targetStateBlock->state.viewport,
&This->state.viewport, sizeof(This->state.viewport)))
if (This->changed.viewport && memcmp(&src_state->viewport, &This->state.viewport, sizeof(This->state.viewport)))
{
TRACE("Updating viewport.\n");
This->state.viewport = targetStateBlock->state.viewport;
This->state.viewport = src_state->viewport;
}
if (This->changed.scissorRect && memcmp(&targetStateBlock->state.scissor_rect,
if (This->changed.scissorRect && memcmp(&src_state->scissor_rect,
&This->state.scissor_rect, sizeof(This->state.scissor_rect)))
{
TRACE("Updating scissor rect.\n");
This->state.scissor_rect = targetStateBlock->state.scissor_rect;
This->state.scissor_rect = src_state->scissor_rect;
}
map = This->changed.streamSource;
@ -782,19 +777,19 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
if (!(map & 1)) continue;
if (This->state.streams[i].stride != targetStateBlock->state.streams[i].stride
|| This->state.streams[i].buffer != targetStateBlock->state.streams[i].buffer)
if (This->state.streams[i].stride != src_state->streams[i].stride
|| This->state.streams[i].buffer != src_state->streams[i].buffer)
{
TRACE("Updating stream source %u to %p, stride to %u.\n",
i, targetStateBlock->state.streams[i].buffer,
targetStateBlock->state.streams[i].stride);
i, src_state->streams[i].buffer,
src_state->streams[i].stride);
This->state.streams[i].stride = targetStateBlock->state.streams[i].stride;
if (targetStateBlock->state.streams[i].buffer)
IWineD3DBuffer_AddRef((IWineD3DBuffer *)targetStateBlock->state.streams[i].buffer);
This->state.streams[i].stride = src_state->streams[i].stride;
if (src_state->streams[i].buffer)
IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->streams[i].buffer);
if (This->state.streams[i].buffer)
IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.streams[i].buffer);
This->state.streams[i].buffer = targetStateBlock->state.streams[i].buffer;
This->state.streams[i].buffer = src_state->streams[i].buffer;
}
}
@ -803,14 +798,14 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
if (!(map & 1)) continue;
if (This->state.streams[i].frequency != targetStateBlock->state.streams[i].frequency
|| This->state.streams[i].flags != targetStateBlock->state.streams[i].flags)
if (This->state.streams[i].frequency != src_state->streams[i].frequency
|| This->state.streams[i].flags != src_state->streams[i].flags)
{
TRACE("Updating stream frequency %u to %u flags to %#x.\n",
i, targetStateBlock->state.streams[i].frequency, targetStateBlock->state.streams[i].flags);
i, src_state->streams[i].frequency, src_state->streams[i].flags);
This->state.streams[i].frequency = targetStateBlock->state.streams[i].frequency;
This->state.streams[i].flags = targetStateBlock->state.streams[i].flags;
This->state.streams[i].frequency = src_state->streams[i].frequency;
This->state.streams[i].flags = src_state->streams[i].flags;
}
}
@ -819,12 +814,10 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
if (!(map & 1)) continue;
if (memcmp(targetStateBlock->state.clip_planes[i],
This->state.clip_planes[i], sizeof(*This->state.clip_planes)))
if (memcmp(src_state->clip_planes[i], This->state.clip_planes[i], sizeof(*This->state.clip_planes)))
{
TRACE("Updating clipplane %u.\n", i);
memcpy(This->state.clip_planes[i],
targetStateBlock->state.clip_planes[i], sizeof(*This->state.clip_planes));
memcpy(This->state.clip_planes[i], src_state->clip_planes[i], sizeof(*This->state.clip_planes));
}
}
@ -833,9 +826,9 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
TRACE("Updating render state %#x to %u.\n", rs, targetStateBlock->state.render_states[rs]);
TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
This->state.render_states[rs] = targetStateBlock->state.render_states[rs];
This->state.render_states[rs] = src_state->render_states[rs];
}
/* Texture states */
@ -845,10 +838,9 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
DWORD state = This->contained_tss_states[i].state;
TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
targetStateBlock->state.texture_states[stage][state],
This->state.texture_states[stage][state]);
src_state->texture_states[stage][state], This->state.texture_states[stage][state]);
This->state.texture_states[stage][state] = targetStateBlock->state.texture_states[stage][state];
This->state.texture_states[stage][state] = src_state->texture_states[stage][state];
}
/* Samplers */
@ -858,13 +850,13 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
if (!(map & 1)) continue;
TRACE("Updating texture %u to %p (was %p).\n",
i, targetStateBlock->state.textures[i], This->state.textures[i]);
i, src_state->textures[i], This->state.textures[i]);
if (targetStateBlock->state.textures[i])
IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)targetStateBlock->state.textures[i]);
if (src_state->textures[i])
IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)src_state->textures[i]);
if (This->state.textures[i])
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[i]);
This->state.textures[i] = targetStateBlock->state.textures[i];
This->state.textures[i] = src_state->textures[i];
}
for (i = 0; i < This->num_contained_sampler_states; ++i)
@ -873,24 +865,23 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
DWORD state = This->contained_sampler_states[i].state;
TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
targetStateBlock->state.sampler_states[stage][state],
This->state.sampler_states[stage][state]);
src_state->sampler_states[stage][state], This->state.sampler_states[stage][state]);
This->state.sampler_states[stage][state] = targetStateBlock->state.sampler_states[stage][state];
This->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
}
if (This->changed.pixelShader && This->state.pixel_shader != targetStateBlock->state.pixel_shader)
if (This->changed.pixelShader && This->state.pixel_shader != src_state->pixel_shader)
{
if (targetStateBlock->state.pixel_shader)
IWineD3DPixelShader_AddRef((IWineD3DPixelShader *)targetStateBlock->state.pixel_shader);
if (src_state->pixel_shader)
IWineD3DPixelShader_AddRef((IWineD3DPixelShader *)src_state->pixel_shader);
if (This->state.pixel_shader)
IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
This->state.pixel_shader = targetStateBlock->state.pixel_shader;
This->state.pixel_shader = src_state->pixel_shader;
}
record_lights(This, &targetStateBlock->state);
record_lights(This, src_state);
TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
TRACE("Captue done.\n");
return WINED3D_OK;
}