/* * Copyright 2011 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA * */ #include "config.h" #include "wine/port.h" #include "d3d10_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d10); struct d3d10_stateblock { ID3D10StateBlock ID3D10StateBlock_iface; LONG refcount; }; static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface) { return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface); } static HRESULT STDMETHODCALLTYPE d3d10_stateblock_QueryInterface(ID3D10StateBlock *iface, REFIID iid, void **object) { struct d3d10_stateblock *stateblock; TRACE("iface %p, iid %s, object %p.\n", iface, debugstr_guid(iid), object); stateblock = impl_from_ID3D10StateBlock(iface); if (IsEqualGUID(iid, &IID_ID3D10StateBlock) || IsEqualGUID(iid, &IID_IUnknown)) { IUnknown_AddRef(&stateblock->ID3D10StateBlock_iface); *object = &stateblock->ID3D10StateBlock_iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid)); *object = NULL; return E_NOINTERFACE; } static ULONG STDMETHODCALLTYPE d3d10_stateblock_AddRef(ID3D10StateBlock *iface) { struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface); ULONG refcount = InterlockedIncrement(&stateblock->refcount); TRACE("%p increasing refcount to %u.\n", stateblock, refcount); return refcount; } static ULONG STDMETHODCALLTYPE d3d10_stateblock_Release(ID3D10StateBlock *iface) { struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface); ULONG refcount = InterlockedDecrement(&stateblock->refcount); TRACE("%p decreasing refcount to %u.\n", stateblock, refcount); if (!refcount) HeapFree(GetProcessHeap(), 0, stateblock); return refcount; } static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *iface) { FIXME("iface %p stub!\n", iface); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface) { FIXME("iface %p stub!\n", iface); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_stateblock_ReleaseAllDeviceObjects(ID3D10StateBlock *iface) { FIXME("iface %p stub!\n", iface); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_stateblock_GetDevice(ID3D10StateBlock *iface, ID3D10Device **device) { FIXME("iface %p, device %p stub!\n", iface, device); return E_NOTIMPL; } static const struct ID3D10StateBlockVtbl d3d10_stateblock_vtbl = { /* IUnknown methods */ d3d10_stateblock_QueryInterface, d3d10_stateblock_AddRef, d3d10_stateblock_Release, /* ID3D10StateBlock methods */ d3d10_stateblock_Capture, d3d10_stateblock_Apply, d3d10_stateblock_ReleaseAllDeviceObjects, d3d10_stateblock_GetDevice, }; HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device, D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock) { struct d3d10_stateblock *object; FIXME("device %p, mask %p, stateblock %p stub!\n", device, mask, stateblock); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 stateblock object memory.\n"); return E_OUTOFMEMORY; } object->ID3D10StateBlock_iface.lpVtbl = &d3d10_stateblock_vtbl; object->refcount = 1; TRACE("Created stateblock %p.\n", object); *stateblock = &object->ID3D10StateBlock_iface; return S_OK; } static BOOL stateblock_mask_get_bit(BYTE *field, UINT field_size, UINT idx) { if (idx >= field_size) return FALSE; return field[idx >> 3] & (1 << (idx & 7)); } static HRESULT stateblock_mask_set_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count) { UINT end_bit = start_bit + count; BYTE start_mask = 0xff << (start_bit & 7); BYTE end_mask = 0x7f >> (~end_bit & 7); UINT start_idx = start_bit >> 3; UINT end_idx = end_bit >> 3; if (start_bit >= field_size || field_size - start_bit < count) return E_INVALIDARG; if (start_idx == end_idx) { field[start_idx] |= start_mask & end_mask; return S_OK; } if (start_bit & 7) { field[start_idx] |= start_mask; ++start_idx; } memset(&field[start_idx], 0xff, end_idx - start_idx); if (end_bit & 7) field[end_idx] |= end_mask; return S_OK; } static HRESULT stateblock_mask_clear_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count) { UINT end_bit = start_bit + count; BYTE start_mask = 0x7f >> (~start_bit & 7); BYTE end_mask = 0xff << (end_bit & 7); UINT start_idx = start_bit >> 3; UINT end_idx = end_bit >> 3; if (start_bit >= field_size || field_size - start_bit < count) return E_INVALIDARG; if (start_idx == end_idx) { field[start_idx] &= start_mask | end_mask; return S_OK; } if (start_bit & 7) { field[start_idx] &= start_mask; ++start_idx; } memset(&field[start_idx], 0, end_idx - start_idx); if (end_bit & 7) field[end_idx] &= end_mask; return S_OK; } HRESULT WINAPI D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x, D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result) { UINT count = sizeof(*result) / sizeof(DWORD); UINT i; TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result); if (!mask_x || !mask_y || !result) return E_INVALIDARG; for (i = 0; i < count; ++i) { ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] ^ ((DWORD *)mask_y)[i]; } for (i = count * sizeof(DWORD); i < sizeof(*result); ++i) { ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] ^ ((BYTE *)mask_y)[i]; } return S_OK; } HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask) { TRACE("mask %p.\n", mask); if (!mask) return E_INVALIDARG; memset(mask, 0, sizeof(*mask)); return S_OK; } HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask, D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count) { TRACE("mask %p state_type %s, start_idx %u, count %u.\n", mask, debug_d3d10_device_state_types(state_type), start_idx, count); if (!mask) return E_INVALIDARG; switch (state_type) { case D3D10_DST_SO_BUFFERS: return stateblock_mask_clear_bits(&mask->SOBuffers, 1, start_idx, count); case D3D10_DST_OM_RENDER_TARGETS: return stateblock_mask_clear_bits(&mask->OMRenderTargets, 1, start_idx, count); case D3D10_DST_DEPTH_STENCIL_STATE: return stateblock_mask_clear_bits(&mask->OMDepthStencilState, 1, start_idx, count); case D3D10_DST_BLEND_STATE: return stateblock_mask_clear_bits(&mask->OMBlendState, 1, start_idx, count); case D3D10_DST_VS: return stateblock_mask_clear_bits(&mask->VS, 1, start_idx, count); case D3D10_DST_VS_SAMPLERS: return stateblock_mask_clear_bits(mask->VSSamplers, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); case D3D10_DST_VS_SHADER_RESOURCES: return stateblock_mask_clear_bits(mask->VSShaderResources, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); case D3D10_DST_VS_CONSTANT_BUFFERS: return stateblock_mask_clear_bits(mask->VSConstantBuffers, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); case D3D10_DST_GS: return stateblock_mask_clear_bits(&mask->GS, 1, start_idx, count); case D3D10_DST_GS_SAMPLERS: return stateblock_mask_clear_bits(mask->GSSamplers, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); case D3D10_DST_GS_SHADER_RESOURCES: return stateblock_mask_clear_bits(mask->GSShaderResources, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); case D3D10_DST_GS_CONSTANT_BUFFERS: return stateblock_mask_clear_bits(mask->GSConstantBuffers, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); case D3D10_DST_PS: return stateblock_mask_clear_bits(&mask->PS, 1, start_idx, count); case D3D10_DST_PS_SAMPLERS: return stateblock_mask_clear_bits(mask->PSSamplers, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); case D3D10_DST_PS_SHADER_RESOURCES: return stateblock_mask_clear_bits(mask->PSShaderResources, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); case D3D10_DST_PS_CONSTANT_BUFFERS: return stateblock_mask_clear_bits(mask->PSConstantBuffers, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); case D3D10_DST_IA_VERTEX_BUFFERS: return stateblock_mask_clear_bits(mask->IAVertexBuffers, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); case D3D10_DST_IA_INDEX_BUFFER: return stateblock_mask_clear_bits(&mask->IAIndexBuffer, 1, start_idx, count); case D3D10_DST_IA_INPUT_LAYOUT: return stateblock_mask_clear_bits(&mask->IAInputLayout, 1, start_idx, count); case D3D10_DST_IA_PRIMITIVE_TOPOLOGY: return stateblock_mask_clear_bits(&mask->IAPrimitiveTopology, 1, start_idx, count); case D3D10_DST_RS_VIEWPORTS: return stateblock_mask_clear_bits(&mask->RSViewports, 1, start_idx, count); case D3D10_DST_RS_SCISSOR_RECTS: return stateblock_mask_clear_bits(&mask->RSScissorRects, 1, start_idx, count); case D3D10_DST_RS_RASTERIZER_STATE: return stateblock_mask_clear_bits(&mask->RSRasterizerState, 1, start_idx, count); case D3D10_DST_PREDICATION: return stateblock_mask_clear_bits(&mask->Predication, 1, start_idx, count); default: FIXME("Unhandled state_type %#x.\n", state_type); return E_INVALIDARG; } } HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask) { TRACE("mask %p.\n", mask); if (!mask) return E_INVALIDARG; memset(mask, 0xff, sizeof(*mask)); return S_OK; } HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask, D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count) { TRACE("mask %p state_type %s, start_idx %u, count %u.\n", mask, debug_d3d10_device_state_types(state_type), start_idx, count); if (!mask) return E_INVALIDARG; switch (state_type) { case D3D10_DST_SO_BUFFERS: return stateblock_mask_set_bits(&mask->SOBuffers, 1, start_idx, count); case D3D10_DST_OM_RENDER_TARGETS: return stateblock_mask_set_bits(&mask->OMRenderTargets, 1, start_idx, count); case D3D10_DST_DEPTH_STENCIL_STATE: return stateblock_mask_set_bits(&mask->OMDepthStencilState, 1, start_idx, count); case D3D10_DST_BLEND_STATE: return stateblock_mask_set_bits(&mask->OMBlendState, 1, start_idx, count); case D3D10_DST_VS: return stateblock_mask_set_bits(&mask->VS, 1, start_idx, count); case D3D10_DST_VS_SAMPLERS: return stateblock_mask_set_bits(mask->VSSamplers, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); case D3D10_DST_VS_SHADER_RESOURCES: return stateblock_mask_set_bits(mask->VSShaderResources, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); case D3D10_DST_VS_CONSTANT_BUFFERS: return stateblock_mask_set_bits(mask->VSConstantBuffers, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); case D3D10_DST_GS: return stateblock_mask_set_bits(&mask->GS, 1, start_idx, count); case D3D10_DST_GS_SAMPLERS: return stateblock_mask_set_bits(mask->GSSamplers, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); case D3D10_DST_GS_SHADER_RESOURCES: return stateblock_mask_set_bits(mask->GSShaderResources, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); case D3D10_DST_GS_CONSTANT_BUFFERS: return stateblock_mask_set_bits(mask->GSConstantBuffers, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); case D3D10_DST_PS: return stateblock_mask_set_bits(&mask->PS, 1, start_idx, count); case D3D10_DST_PS_SAMPLERS: return stateblock_mask_set_bits(mask->PSSamplers, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count); case D3D10_DST_PS_SHADER_RESOURCES: return stateblock_mask_set_bits(mask->PSShaderResources, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); case D3D10_DST_PS_CONSTANT_BUFFERS: return stateblock_mask_set_bits(mask->PSConstantBuffers, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count); case D3D10_DST_IA_VERTEX_BUFFERS: return stateblock_mask_set_bits(mask->IAVertexBuffers, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count); case D3D10_DST_IA_INDEX_BUFFER: return stateblock_mask_set_bits(&mask->IAIndexBuffer, 1, start_idx, count); case D3D10_DST_IA_INPUT_LAYOUT: return stateblock_mask_set_bits(&mask->IAInputLayout, 1, start_idx, count); case D3D10_DST_IA_PRIMITIVE_TOPOLOGY: return stateblock_mask_set_bits(&mask->IAPrimitiveTopology, 1, start_idx, count); case D3D10_DST_RS_VIEWPORTS: return stateblock_mask_set_bits(&mask->RSViewports, 1, start_idx, count); case D3D10_DST_RS_SCISSOR_RECTS: return stateblock_mask_set_bits(&mask->RSScissorRects, 1, start_idx, count); case D3D10_DST_RS_RASTERIZER_STATE: return stateblock_mask_set_bits(&mask->RSRasterizerState, 1, start_idx, count); case D3D10_DST_PREDICATION: return stateblock_mask_set_bits(&mask->Predication, 1, start_idx, count); default: FIXME("Unhandled state_type %#x.\n", state_type); return E_INVALIDARG; } } BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask, D3D10_DEVICE_STATE_TYPES state_type, UINT idx) { TRACE("mask %p state_type %s, idx %u.\n", mask, debug_d3d10_device_state_types(state_type), idx); if (!mask) return FALSE; switch (state_type) { case D3D10_DST_SO_BUFFERS: return stateblock_mask_get_bit(&mask->SOBuffers, 1, idx); case D3D10_DST_OM_RENDER_TARGETS: return stateblock_mask_get_bit(&mask->OMRenderTargets, 1, idx); case D3D10_DST_DEPTH_STENCIL_STATE: return stateblock_mask_get_bit(&mask->OMDepthStencilState, 1, idx); case D3D10_DST_BLEND_STATE: return stateblock_mask_get_bit(&mask->OMBlendState, 1, idx); case D3D10_DST_VS: return stateblock_mask_get_bit(&mask->VS, 1, idx); case D3D10_DST_VS_SAMPLERS: return stateblock_mask_get_bit(mask->VSSamplers, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx); case D3D10_DST_VS_SHADER_RESOURCES: return stateblock_mask_get_bit(mask->VSShaderResources, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx); case D3D10_DST_VS_CONSTANT_BUFFERS: return stateblock_mask_get_bit(mask->VSConstantBuffers, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx); case D3D10_DST_GS: return stateblock_mask_get_bit(&mask->GS, 1, idx); case D3D10_DST_GS_SAMPLERS: return stateblock_mask_get_bit(mask->GSSamplers, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx); case D3D10_DST_GS_SHADER_RESOURCES: return stateblock_mask_get_bit(mask->GSShaderResources, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx); case D3D10_DST_GS_CONSTANT_BUFFERS: return stateblock_mask_get_bit(mask->GSConstantBuffers, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx); case D3D10_DST_PS: return stateblock_mask_get_bit(&mask->PS, 1, idx); case D3D10_DST_PS_SAMPLERS: return stateblock_mask_get_bit(mask->PSSamplers, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx); case D3D10_DST_PS_SHADER_RESOURCES: return stateblock_mask_get_bit(mask->PSShaderResources, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx); case D3D10_DST_PS_CONSTANT_BUFFERS: return stateblock_mask_get_bit(mask->PSConstantBuffers, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx); case D3D10_DST_IA_VERTEX_BUFFERS: return stateblock_mask_get_bit(mask->IAVertexBuffers, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, idx); case D3D10_DST_IA_INDEX_BUFFER: return stateblock_mask_get_bit(&mask->IAIndexBuffer, 1, idx); case D3D10_DST_IA_INPUT_LAYOUT: return stateblock_mask_get_bit(&mask->IAInputLayout, 1, idx); case D3D10_DST_IA_PRIMITIVE_TOPOLOGY: return stateblock_mask_get_bit(&mask->IAPrimitiveTopology, 1, idx); case D3D10_DST_RS_VIEWPORTS: return stateblock_mask_get_bit(&mask->RSViewports, 1, idx); case D3D10_DST_RS_SCISSOR_RECTS: return stateblock_mask_get_bit(&mask->RSScissorRects, 1, idx); case D3D10_DST_RS_RASTERIZER_STATE: return stateblock_mask_get_bit(&mask->RSRasterizerState, 1, idx); case D3D10_DST_PREDICATION: return stateblock_mask_get_bit(&mask->Predication, 1, idx); default: FIXME("Unhandled state_type %#x.\n", state_type); return FALSE; } } HRESULT WINAPI D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK *mask_x, D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result) { UINT count = sizeof(*result) / sizeof(DWORD); UINT i; TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result); if (!mask_x || !mask_y || !result) return E_INVALIDARG; for (i = 0; i < count; ++i) { ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] & ((DWORD *)mask_y)[i]; } for (i = count * sizeof(DWORD); i < sizeof(*result); ++i) { ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] & ((BYTE *)mask_y)[i]; } return S_OK; } HRESULT WINAPI D3D10StateBlockMaskUnion(D3D10_STATE_BLOCK_MASK *mask_x, D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result) { UINT count = sizeof(*result) / sizeof(DWORD); UINT i; TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result); if (!mask_x || !mask_y || !result) return E_INVALIDARG; for (i = 0; i < count; ++i) { ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] | ((DWORD *)mask_y)[i]; } for (i = count * sizeof(DWORD); i < sizeof(*result); ++i) { ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] | ((BYTE *)mask_y)[i]; } return S_OK; }