Sweden-Number/dlls/d3d10/stateblock.c

931 lines
35 KiB
C

/*
* 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;
ID3D10Device *device;
D3D10_STATE_BLOCK_MASK mask;
ID3D10VertexShader *vs;
ID3D10SamplerState *vs_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
ID3D10ShaderResourceView *vs_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
ID3D10Buffer *vs_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
ID3D10GeometryShader *gs;
ID3D10SamplerState *gs_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
ID3D10ShaderResourceView *gs_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
ID3D10Buffer *gs_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
ID3D10PixelShader *ps;
ID3D10SamplerState *ps_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
ID3D10ShaderResourceView *ps_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
ID3D10Buffer *ps_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
ID3D10Buffer *vbs[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
UINT vb_strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
UINT vb_offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
ID3D10Buffer *ib;
DXGI_FORMAT ib_format;
UINT ib_offset;
ID3D10InputLayout *il;
D3D10_PRIMITIVE_TOPOLOGY topology;
ID3D10RenderTargetView *rtvs[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
ID3D10DepthStencilView *dsv;
ID3D10DepthStencilState *dss;
UINT stencil_ref;
ID3D10BlendState *bs;
float blend_factor[4];
UINT sample_mask;
D3D10_VIEWPORT vps[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D10_RECT scissor_rects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
ID3D10RasterizerState *rs;
ID3D10Buffer *so_buffers[D3D10_SO_BUFFER_SLOT_COUNT];
UINT so_offsets[D3D10_SO_BUFFER_SLOT_COUNT];
ID3D10Predicate *predicate;
BOOL predicate_value;
};
static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface)
{
return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface);
}
static void stateblock_cleanup(struct d3d10_stateblock *stateblock)
{
unsigned int i;
if (stateblock->vs)
{
ID3D10VertexShader_Release(stateblock->vs);
stateblock->vs = NULL;
}
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
if (stateblock->vs_samplers[i])
{
ID3D10SamplerState_Release(stateblock->vs_samplers[i]);
stateblock->vs_samplers[i] = NULL;
}
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->vs_resources[i])
{
ID3D10ShaderResourceView_Release(stateblock->vs_resources[i]);
stateblock->vs_resources[i] = NULL;
}
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
if (stateblock->vs_cbs[i])
{
ID3D10Buffer_Release(stateblock->vs_cbs[i]);
stateblock->vs_cbs[i] = NULL;
}
}
if (stateblock->gs)
{
ID3D10GeometryShader_Release(stateblock->gs);
stateblock->gs = NULL;
}
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
if (stateblock->gs_samplers[i])
{
ID3D10SamplerState_Release(stateblock->gs_samplers[i]);
stateblock->gs_samplers[i] = NULL;
}
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->gs_resources[i])
{
ID3D10ShaderResourceView_Release(stateblock->gs_resources[i]);
stateblock->gs_resources[i] = NULL;
}
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
if (stateblock->gs_cbs[i])
{
ID3D10Buffer_Release(stateblock->gs_cbs[i]);
stateblock->gs_cbs[i] = NULL;
}
}
if (stateblock->ps)
{
ID3D10PixelShader_Release(stateblock->ps);
stateblock->ps = NULL;
}
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
if (stateblock->ps_samplers[i])
{
ID3D10SamplerState_Release(stateblock->ps_samplers[i]);
stateblock->ps_samplers[i] = NULL;
}
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->ps_resources[i])
{
ID3D10ShaderResourceView_Release(stateblock->ps_resources[i]);
stateblock->ps_resources[i] = NULL;
}
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
if (stateblock->ps_cbs[i])
{
ID3D10Buffer_Release(stateblock->ps_cbs[i]);
stateblock->ps_cbs[i] = NULL;
}
}
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->vbs[i])
{
ID3D10Buffer_Release(stateblock->vbs[i]);
stateblock->vbs[i] = NULL;
}
}
if (stateblock->ib)
{
ID3D10Buffer_Release(stateblock->ib);
stateblock->ib = NULL;
}
if (stateblock->il)
{
ID3D10InputLayout_Release(stateblock->il);
stateblock->il = NULL;
}
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
if (stateblock->rtvs[i])
{
ID3D10RenderTargetView_Release(stateblock->rtvs[i]);
stateblock->rtvs[i] = NULL;
}
}
if (stateblock->dsv)
{
ID3D10DepthStencilView_Release(stateblock->dsv);
stateblock->dsv = NULL;
}
if (stateblock->dss)
{
ID3D10DepthStencilState_Release(stateblock->dss);
stateblock->dss = NULL;
}
if (stateblock->bs)
{
ID3D10BlendState_Release(stateblock->bs);
stateblock->bs = NULL;
}
if (stateblock->rs)
{
ID3D10RasterizerState_Release(stateblock->rs);
stateblock->rs = NULL;
}
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
{
if (stateblock->so_buffers[i])
{
ID3D10Buffer_Release(stateblock->so_buffers[i]);
stateblock->so_buffers[i] = NULL;
}
}
if (stateblock->predicate)
{
ID3D10Predicate_Release(stateblock->predicate);
stateblock->predicate = NULL;
}
}
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)
{
stateblock_cleanup(stateblock);
HeapFree(GetProcessHeap(), 0, stateblock);
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *iface)
{
unsigned int vp_count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
unsigned int i;
TRACE("iface %p.\n", iface);
stateblock_cleanup(stateblock);
if (stateblock->mask.VS)
ID3D10Device_VSGetShader(stateblock->device, &stateblock->vs);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
if (stateblock->mask.VSSamplers[i >> 3] & (1 << (i & 7)))
ID3D10Device_VSGetSamplers(stateblock->device, i, 1, &stateblock->vs_samplers[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->mask.VSShaderResources[i >> 3] & (1 << (i & 7)))
ID3D10Device_VSGetShaderResources(stateblock->device, i, 1, &stateblock->vs_resources[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
if (stateblock->mask.VSConstantBuffers[i >> 3] & (1 << (i & 7)))
ID3D10Device_VSGetConstantBuffers(stateblock->device, i, 1, &stateblock->vs_cbs[i]);
}
if (stateblock->mask.GS)
ID3D10Device_GSGetShader(stateblock->device, &stateblock->gs);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
if (stateblock->mask.GSSamplers[i >> 3] & (1 << (i & 7)))
ID3D10Device_GSGetSamplers(stateblock->device, i, 1, &stateblock->gs_samplers[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->mask.GSShaderResources[i >> 3] & (1 << (i & 7)))
ID3D10Device_GSGetShaderResources(stateblock->device, i, 1, &stateblock->gs_resources[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
if (stateblock->mask.GSConstantBuffers[i >> 3] & (1 << (i & 7)))
ID3D10Device_GSGetConstantBuffers(stateblock->device, i, 1, &stateblock->gs_cbs[i]);
}
if (stateblock->mask.PS)
ID3D10Device_PSGetShader(stateblock->device, &stateblock->ps);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
if (stateblock->mask.PSSamplers[i >> 3] & (1 << (i & 7)))
ID3D10Device_PSGetSamplers(stateblock->device, i, 1, &stateblock->ps_samplers[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->mask.PSShaderResources[i >> 3] & (1 << (i & 7)))
ID3D10Device_PSGetShaderResources(stateblock->device, i, 1, &stateblock->ps_resources[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
if (stateblock->mask.PSConstantBuffers[i >> 3] & (1 << (i & 7)))
ID3D10Device_PSGetConstantBuffers(stateblock->device, i, 1, &stateblock->ps_cbs[i]);
}
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->mask.IAVertexBuffers[i >> 3] & (1 << (i & 7)))
ID3D10Device_IAGetVertexBuffers(stateblock->device, i, 1, &stateblock->vbs[i],
&stateblock->vb_strides[i], &stateblock->vb_offsets[i]);
}
if (stateblock->mask.IAIndexBuffer)
ID3D10Device_IAGetIndexBuffer(stateblock->device, &stateblock->ib,
&stateblock->ib_format, &stateblock->ib_offset);
if (stateblock->mask.IAInputLayout)
ID3D10Device_IAGetInputLayout(stateblock->device, &stateblock->il);
if (stateblock->mask.IAPrimitiveTopology)
ID3D10Device_IAGetPrimitiveTopology(stateblock->device, &stateblock->topology);
if (stateblock->mask.OMRenderTargets)
ID3D10Device_OMGetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT,
stateblock->rtvs, &stateblock->dsv);
if (stateblock->mask.OMDepthStencilState)
ID3D10Device_OMGetDepthStencilState(stateblock->device, &stateblock->dss, &stateblock->stencil_ref);
if (stateblock->mask.OMBlendState)
ID3D10Device_OMGetBlendState(stateblock->device, &stateblock->bs,
stateblock->blend_factor, &stateblock->sample_mask);
if (stateblock->mask.RSViewports)
ID3D10Device_RSGetViewports(stateblock->device, &vp_count, stateblock->vps);
if (stateblock->mask.RSScissorRects)
ID3D10Device_RSGetScissorRects(stateblock->device, &vp_count, stateblock->scissor_rects);
if (stateblock->mask.RSRasterizerState)
ID3D10Device_RSGetState(stateblock->device, &stateblock->rs);
if (stateblock->mask.SOBuffers)
ID3D10Device_SOGetTargets(stateblock->device, D3D10_SO_BUFFER_SLOT_COUNT,
stateblock->so_buffers, stateblock->so_offsets);
if (stateblock->mask.Predication)
ID3D10Device_GetPredication(stateblock->device, &stateblock->predicate, &stateblock->predicate_value);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface)
{
struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
unsigned int i;
TRACE("iface %p.\n", iface);
if (stateblock->mask.VS)
ID3D10Device_VSSetShader(stateblock->device, stateblock->vs);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
if (stateblock->mask.VSSamplers[i >> 3] & (1 << (i & 7)))
ID3D10Device_VSSetSamplers(stateblock->device, i, 1, &stateblock->vs_samplers[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->mask.VSShaderResources[i >> 3] & (1 << (i & 7)))
ID3D10Device_VSSetShaderResources(stateblock->device, i, 1, &stateblock->vs_resources[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
if (stateblock->mask.VSConstantBuffers[i >> 3] & (1 << (i & 7)))
ID3D10Device_VSSetConstantBuffers(stateblock->device, i, 1, &stateblock->vs_cbs[i]);
}
if (stateblock->mask.GS)
ID3D10Device_GSSetShader(stateblock->device, stateblock->gs);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
if (stateblock->mask.GSSamplers[i >> 3] & (1 << (i & 7)))
ID3D10Device_GSSetSamplers(stateblock->device, i, 1, &stateblock->gs_samplers[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->mask.GSShaderResources[i >> 3] & (1 << (i & 7)))
ID3D10Device_GSSetShaderResources(stateblock->device, i, 1, &stateblock->gs_resources[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
if (stateblock->mask.GSConstantBuffers[i >> 3] & (1 << (i & 7)))
ID3D10Device_GSSetConstantBuffers(stateblock->device, i, 1, &stateblock->gs_cbs[i]);
}
if (stateblock->mask.PS)
ID3D10Device_PSSetShader(stateblock->device, stateblock->ps);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
if (stateblock->mask.PSSamplers[i >> 3] & (1 << (i & 7)))
ID3D10Device_PSSetSamplers(stateblock->device, i, 1, &stateblock->ps_samplers[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->mask.PSShaderResources[i >> 3] & (1 << (i & 7)))
ID3D10Device_PSSetShaderResources(stateblock->device, i, 1, &stateblock->ps_resources[i]);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
if (stateblock->mask.PSConstantBuffers[i >> 3] & (1 << (i & 7)))
ID3D10Device_PSSetConstantBuffers(stateblock->device, i, 1, &stateblock->ps_cbs[i]);
}
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
if (stateblock->mask.IAVertexBuffers[i >> 3] & (1 << (i & 7)))
ID3D10Device_IASetVertexBuffers(stateblock->device, i, 1, &stateblock->vbs[i],
&stateblock->vb_strides[i], &stateblock->vb_offsets[i]);
}
if (stateblock->mask.IAIndexBuffer)
ID3D10Device_IASetIndexBuffer(stateblock->device, stateblock->ib,
stateblock->ib_format, stateblock->ib_offset);
if (stateblock->mask.IAInputLayout)
ID3D10Device_IASetInputLayout(stateblock->device, stateblock->il);
if (stateblock->mask.IAPrimitiveTopology)
ID3D10Device_IASetPrimitiveTopology(stateblock->device, stateblock->topology);
if (stateblock->mask.OMRenderTargets)
ID3D10Device_OMSetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT,
stateblock->rtvs, stateblock->dsv);
if (stateblock->mask.OMDepthStencilState)
ID3D10Device_OMSetDepthStencilState(stateblock->device, stateblock->dss, stateblock->stencil_ref);
if (stateblock->mask.OMBlendState)
ID3D10Device_OMSetBlendState(stateblock->device, stateblock->bs,
stateblock->blend_factor, stateblock->sample_mask);
if (stateblock->mask.RSViewports)
ID3D10Device_RSSetViewports(stateblock->device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
stateblock->vps);
if (stateblock->mask.RSScissorRects)
ID3D10Device_RSSetScissorRects(stateblock->device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
stateblock->scissor_rects);
if (stateblock->mask.RSRasterizerState)
ID3D10Device_RSSetState(stateblock->device, stateblock->rs);
if (stateblock->mask.SOBuffers)
ID3D10Device_SOSetTargets(stateblock->device, D3D10_SO_BUFFER_SLOT_COUNT,
stateblock->so_buffers, stateblock->so_offsets);
if (stateblock->mask.Predication)
ID3D10Device_SetPredication(stateblock->device, stateblock->predicate, stateblock->predicate_value);
return S_OK;
}
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;
TRACE("device %p, mask %p, stateblock %p.\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;
object->device = device;
ID3D10Device_AddRef(object->device);
object->mask = *mask;
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;
}