2011-11-14 19:45:25 +00:00
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/*
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* Copyright 2011 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "d3d10_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
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struct d3d10_stateblock
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{
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ID3D10StateBlock ID3D10StateBlock_iface;
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LONG refcount;
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};
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static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_stateblock_QueryInterface(ID3D10StateBlock *iface, REFIID iid, void **object)
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{
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struct d3d10_stateblock *stateblock;
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TRACE("iface %p, iid %s, object %p.\n", iface, debugstr_guid(iid), object);
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stateblock = impl_from_ID3D10StateBlock(iface);
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if (IsEqualGUID(iid, &IID_ID3D10StateBlock)
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|| IsEqualGUID(iid, &IID_IUnknown))
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{
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IUnknown_AddRef(&stateblock->ID3D10StateBlock_iface);
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*object = &stateblock->ID3D10StateBlock_iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG STDMETHODCALLTYPE d3d10_stateblock_AddRef(ID3D10StateBlock *iface)
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{
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struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
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ULONG refcount = InterlockedIncrement(&stateblock->refcount);
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TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d10_stateblock_Release(ID3D10StateBlock *iface)
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{
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struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
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ULONG refcount = InterlockedDecrement(&stateblock->refcount);
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TRACE("%p decreasing refcount to %u.\n", stateblock, refcount);
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if (!refcount)
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HeapFree(GetProcessHeap(), 0, stateblock);
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return refcount;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *iface)
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{
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FIXME("iface %p stub!\n", iface);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface)
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{
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FIXME("iface %p stub!\n", iface);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_stateblock_ReleaseAllDeviceObjects(ID3D10StateBlock *iface)
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{
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FIXME("iface %p stub!\n", iface);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_stateblock_GetDevice(ID3D10StateBlock *iface, ID3D10Device **device)
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{
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FIXME("iface %p, device %p stub!\n", iface, device);
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return E_NOTIMPL;
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}
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static const struct ID3D10StateBlockVtbl d3d10_stateblock_vtbl =
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{
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/* IUnknown methods */
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d3d10_stateblock_QueryInterface,
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d3d10_stateblock_AddRef,
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d3d10_stateblock_Release,
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/* ID3D10StateBlock methods */
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d3d10_stateblock_Capture,
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d3d10_stateblock_Apply,
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d3d10_stateblock_ReleaseAllDeviceObjects,
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d3d10_stateblock_GetDevice,
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};
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HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
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D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock)
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{
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struct d3d10_stateblock *object;
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FIXME("device %p, mask %p, stateblock %p stub!\n", device, mask, stateblock);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate D3D10 stateblock object memory.\n");
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return E_OUTOFMEMORY;
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}
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object->ID3D10StateBlock_iface.lpVtbl = &d3d10_stateblock_vtbl;
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object->refcount = 1;
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TRACE("Created stateblock %p.\n", object);
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*stateblock = &object->ID3D10StateBlock_iface;
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return S_OK;
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}
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2011-11-14 20:11:41 +00:00
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2011-11-16 19:08:04 +00:00
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static BOOL stateblock_mask_get_bit(BYTE *field, UINT field_size, UINT idx)
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{
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if (idx >= field_size)
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return FALSE;
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return field[idx >> 3] & (1 << (idx & 7));
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}
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2011-11-16 19:08:03 +00:00
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static HRESULT stateblock_mask_set_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
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{
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UINT end_bit = start_bit + count;
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BYTE start_mask = 0xff << (start_bit & 7);
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BYTE end_mask = 0x7f >> (~end_bit & 7);
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UINT start_idx = start_bit >> 3;
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UINT end_idx = end_bit >> 3;
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if (start_bit >= field_size || field_size - start_bit < count)
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return E_INVALIDARG;
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if (start_idx == end_idx)
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{
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field[start_idx] |= start_mask & end_mask;
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return S_OK;
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}
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if (start_bit & 7)
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{
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field[start_idx] |= start_mask;
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++start_idx;
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}
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memset(&field[start_idx], 0xff, end_idx - start_idx);
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if (end_bit & 7)
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field[end_idx] |= end_mask;
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return S_OK;
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}
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2011-11-14 19:45:25 +00:00
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static HRESULT stateblock_mask_clear_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
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{
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UINT end_bit = start_bit + count;
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BYTE start_mask = 0x7f >> (~start_bit & 7);
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BYTE end_mask = 0xff << (end_bit & 7);
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UINT start_idx = start_bit >> 3;
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UINT end_idx = end_bit >> 3;
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if (start_bit >= field_size || field_size - start_bit < count)
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return E_INVALIDARG;
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if (start_idx == end_idx)
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{
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field[start_idx] &= start_mask | end_mask;
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return S_OK;
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}
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if (start_bit & 7)
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{
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field[start_idx] &= start_mask;
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++start_idx;
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}
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memset(&field[start_idx], 0, end_idx - start_idx);
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if (end_bit & 7)
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field[end_idx] &= end_mask;
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return S_OK;
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}
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2011-11-14 20:11:41 +00:00
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HRESULT WINAPI D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x,
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D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
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{
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UINT count = sizeof(*result) / sizeof(DWORD);
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UINT i;
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TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
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if (!mask_x || !mask_y || !result)
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return E_INVALIDARG;
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for (i = 0; i < count; ++i)
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{
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((DWORD *)result)[i] = ((DWORD *)mask_x)[i] ^ ((DWORD *)mask_y)[i];
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}
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for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
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{
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((BYTE *)result)[i] = ((BYTE *)mask_x)[i] ^ ((BYTE *)mask_y)[i];
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}
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return S_OK;
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}
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2011-11-15 20:18:24 +00:00
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HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask)
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{
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TRACE("mask %p.\n", mask);
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if (!mask)
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return E_INVALIDARG;
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memset(mask, 0, sizeof(*mask));
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return S_OK;
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}
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2011-11-14 19:45:25 +00:00
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HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
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D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
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{
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TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
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mask, debug_d3d10_device_state_types(state_type), start_idx, count);
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if (!mask)
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return E_INVALIDARG;
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switch (state_type)
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{
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case D3D10_DST_SO_BUFFERS:
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return stateblock_mask_clear_bits(&mask->SOBuffers, 1, start_idx, count);
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case D3D10_DST_OM_RENDER_TARGETS:
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return stateblock_mask_clear_bits(&mask->OMRenderTargets, 1, start_idx, count);
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case D3D10_DST_DEPTH_STENCIL_STATE:
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return stateblock_mask_clear_bits(&mask->OMDepthStencilState, 1, start_idx, count);
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case D3D10_DST_BLEND_STATE:
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return stateblock_mask_clear_bits(&mask->OMBlendState, 1, start_idx, count);
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case D3D10_DST_VS:
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return stateblock_mask_clear_bits(&mask->VS, 1, start_idx, count);
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case D3D10_DST_VS_SAMPLERS:
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return stateblock_mask_clear_bits(mask->VSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
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case D3D10_DST_VS_SHADER_RESOURCES:
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return stateblock_mask_clear_bits(mask->VSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
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case D3D10_DST_VS_CONSTANT_BUFFERS:
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return stateblock_mask_clear_bits(mask->VSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
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case D3D10_DST_GS:
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return stateblock_mask_clear_bits(&mask->GS, 1, start_idx, count);
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case D3D10_DST_GS_SAMPLERS:
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return stateblock_mask_clear_bits(mask->GSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
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case D3D10_DST_GS_SHADER_RESOURCES:
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return stateblock_mask_clear_bits(mask->GSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
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case D3D10_DST_GS_CONSTANT_BUFFERS:
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return stateblock_mask_clear_bits(mask->GSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
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case D3D10_DST_PS:
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return stateblock_mask_clear_bits(&mask->PS, 1, start_idx, count);
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case D3D10_DST_PS_SAMPLERS:
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return stateblock_mask_clear_bits(mask->PSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
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case D3D10_DST_PS_SHADER_RESOURCES:
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return stateblock_mask_clear_bits(mask->PSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
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case D3D10_DST_PS_CONSTANT_BUFFERS:
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return stateblock_mask_clear_bits(mask->PSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
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case D3D10_DST_IA_VERTEX_BUFFERS:
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return stateblock_mask_clear_bits(mask->IAVertexBuffers,
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D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
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case D3D10_DST_IA_INDEX_BUFFER:
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return stateblock_mask_clear_bits(&mask->IAIndexBuffer, 1, start_idx, count);
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case D3D10_DST_IA_INPUT_LAYOUT:
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return stateblock_mask_clear_bits(&mask->IAInputLayout, 1, start_idx, count);
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case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
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return stateblock_mask_clear_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
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case D3D10_DST_RS_VIEWPORTS:
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return stateblock_mask_clear_bits(&mask->RSViewports, 1, start_idx, count);
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case D3D10_DST_RS_SCISSOR_RECTS:
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return stateblock_mask_clear_bits(&mask->RSScissorRects, 1, start_idx, count);
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case D3D10_DST_RS_RASTERIZER_STATE:
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return stateblock_mask_clear_bits(&mask->RSRasterizerState, 1, start_idx, count);
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case D3D10_DST_PREDICATION:
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return stateblock_mask_clear_bits(&mask->Predication, 1, start_idx, count);
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default:
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FIXME("Unhandled state_type %#x.\n", state_type);
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return E_INVALIDARG;
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}
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}
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2011-11-15 20:18:26 +00:00
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HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask)
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{
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TRACE("mask %p.\n", mask);
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if (!mask)
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return E_INVALIDARG;
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memset(mask, 0xff, sizeof(*mask));
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return S_OK;
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}
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2011-11-16 19:08:03 +00:00
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HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
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D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
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{
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TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
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mask, debug_d3d10_device_state_types(state_type), start_idx, count);
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if (!mask)
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return E_INVALIDARG;
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switch (state_type)
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{
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case D3D10_DST_SO_BUFFERS:
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return stateblock_mask_set_bits(&mask->SOBuffers, 1, start_idx, count);
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case D3D10_DST_OM_RENDER_TARGETS:
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return stateblock_mask_set_bits(&mask->OMRenderTargets, 1, start_idx, count);
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case D3D10_DST_DEPTH_STENCIL_STATE:
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return stateblock_mask_set_bits(&mask->OMDepthStencilState, 1, start_idx, count);
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case D3D10_DST_BLEND_STATE:
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return stateblock_mask_set_bits(&mask->OMBlendState, 1, start_idx, count);
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case D3D10_DST_VS:
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return stateblock_mask_set_bits(&mask->VS, 1, start_idx, count);
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case D3D10_DST_VS_SAMPLERS:
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return stateblock_mask_set_bits(mask->VSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
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case D3D10_DST_VS_SHADER_RESOURCES:
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return stateblock_mask_set_bits(mask->VSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
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case D3D10_DST_VS_CONSTANT_BUFFERS:
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return stateblock_mask_set_bits(mask->VSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
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case D3D10_DST_GS:
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return stateblock_mask_set_bits(&mask->GS, 1, start_idx, count);
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case D3D10_DST_GS_SAMPLERS:
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return stateblock_mask_set_bits(mask->GSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
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case D3D10_DST_GS_SHADER_RESOURCES:
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return stateblock_mask_set_bits(mask->GSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
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case D3D10_DST_GS_CONSTANT_BUFFERS:
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return stateblock_mask_set_bits(mask->GSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
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case D3D10_DST_PS:
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return stateblock_mask_set_bits(&mask->PS, 1, start_idx, count);
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case D3D10_DST_PS_SAMPLERS:
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return stateblock_mask_set_bits(mask->PSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
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case D3D10_DST_PS_SHADER_RESOURCES:
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return stateblock_mask_set_bits(mask->PSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
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case D3D10_DST_PS_CONSTANT_BUFFERS:
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return stateblock_mask_set_bits(mask->PSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
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case D3D10_DST_IA_VERTEX_BUFFERS:
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return stateblock_mask_set_bits(mask->IAVertexBuffers,
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D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
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case D3D10_DST_IA_INDEX_BUFFER:
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return stateblock_mask_set_bits(&mask->IAIndexBuffer, 1, start_idx, count);
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case D3D10_DST_IA_INPUT_LAYOUT:
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return stateblock_mask_set_bits(&mask->IAInputLayout, 1, start_idx, count);
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case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
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return stateblock_mask_set_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
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case D3D10_DST_RS_VIEWPORTS:
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return stateblock_mask_set_bits(&mask->RSViewports, 1, start_idx, count);
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case D3D10_DST_RS_SCISSOR_RECTS:
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return stateblock_mask_set_bits(&mask->RSScissorRects, 1, start_idx, count);
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case D3D10_DST_RS_RASTERIZER_STATE:
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return stateblock_mask_set_bits(&mask->RSRasterizerState, 1, start_idx, count);
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case D3D10_DST_PREDICATION:
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return stateblock_mask_set_bits(&mask->Predication, 1, start_idx, count);
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default:
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FIXME("Unhandled state_type %#x.\n", state_type);
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return E_INVALIDARG;
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}
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}
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2011-11-16 19:08:04 +00:00
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BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
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D3D10_DEVICE_STATE_TYPES state_type, UINT idx)
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{
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TRACE("mask %p state_type %s, idx %u.\n",
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mask, debug_d3d10_device_state_types(state_type), idx);
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if (!mask)
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return FALSE;
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switch (state_type)
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{
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case D3D10_DST_SO_BUFFERS:
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return stateblock_mask_get_bit(&mask->SOBuffers, 1, idx);
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case D3D10_DST_OM_RENDER_TARGETS:
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return stateblock_mask_get_bit(&mask->OMRenderTargets, 1, idx);
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case D3D10_DST_DEPTH_STENCIL_STATE:
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return stateblock_mask_get_bit(&mask->OMDepthStencilState, 1, idx);
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case D3D10_DST_BLEND_STATE:
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return stateblock_mask_get_bit(&mask->OMBlendState, 1, idx);
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case D3D10_DST_VS:
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return stateblock_mask_get_bit(&mask->VS, 1, idx);
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case D3D10_DST_VS_SAMPLERS:
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return stateblock_mask_get_bit(mask->VSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
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case D3D10_DST_VS_SHADER_RESOURCES:
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return stateblock_mask_get_bit(mask->VSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
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case D3D10_DST_VS_CONSTANT_BUFFERS:
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return stateblock_mask_get_bit(mask->VSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
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case D3D10_DST_GS:
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return stateblock_mask_get_bit(&mask->GS, 1, idx);
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case D3D10_DST_GS_SAMPLERS:
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return stateblock_mask_get_bit(mask->GSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
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case D3D10_DST_GS_SHADER_RESOURCES:
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return stateblock_mask_get_bit(mask->GSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
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case D3D10_DST_GS_CONSTANT_BUFFERS:
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return stateblock_mask_get_bit(mask->GSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
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case D3D10_DST_PS:
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return stateblock_mask_get_bit(&mask->PS, 1, idx);
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case D3D10_DST_PS_SAMPLERS:
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return stateblock_mask_get_bit(mask->PSSamplers,
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D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
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case D3D10_DST_PS_SHADER_RESOURCES:
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return stateblock_mask_get_bit(mask->PSShaderResources,
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D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
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case D3D10_DST_PS_CONSTANT_BUFFERS:
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return stateblock_mask_get_bit(mask->PSConstantBuffers,
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D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
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case D3D10_DST_IA_VERTEX_BUFFERS:
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return stateblock_mask_get_bit(mask->IAVertexBuffers,
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D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, idx);
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case D3D10_DST_IA_INDEX_BUFFER:
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return stateblock_mask_get_bit(&mask->IAIndexBuffer, 1, idx);
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case D3D10_DST_IA_INPUT_LAYOUT:
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return stateblock_mask_get_bit(&mask->IAInputLayout, 1, idx);
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case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
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return stateblock_mask_get_bit(&mask->IAPrimitiveTopology, 1, idx);
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case D3D10_DST_RS_VIEWPORTS:
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return stateblock_mask_get_bit(&mask->RSViewports, 1, idx);
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case D3D10_DST_RS_SCISSOR_RECTS:
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return stateblock_mask_get_bit(&mask->RSScissorRects, 1, idx);
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case D3D10_DST_RS_RASTERIZER_STATE:
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return stateblock_mask_get_bit(&mask->RSRasterizerState, 1, idx);
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case D3D10_DST_PREDICATION:
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return stateblock_mask_get_bit(&mask->Predication, 1, idx);
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default:
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FIXME("Unhandled state_type %#x.\n", state_type);
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return FALSE;
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}
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}
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2011-11-16 19:08:05 +00:00
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HRESULT WINAPI D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK *mask_x,
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D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
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{
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UINT count = sizeof(*result) / sizeof(DWORD);
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UINT i;
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TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
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if (!mask_x || !mask_y || !result)
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return E_INVALIDARG;
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for (i = 0; i < count; ++i)
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{
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((DWORD *)result)[i] = ((DWORD *)mask_x)[i] & ((DWORD *)mask_y)[i];
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}
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for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
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{
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((BYTE *)result)[i] = ((BYTE *)mask_x)[i] & ((BYTE *)mask_y)[i];
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}
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return S_OK;
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}
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