d3d10: Implement d3d10_stateblock_Capture().

This commit is contained in:
Henri Verbeet 2014-09-01 12:42:59 +02:00 committed by Alexandre Julliard
parent 204ffe15a6
commit 37d628cdc9

View file

@ -28,6 +28,43 @@ 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;
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)
@ -35,6 +72,160 @@ static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlo
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->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;
@ -75,16 +266,114 @@ static ULONG STDMETHODCALLTYPE d3d10_stateblock_Release(ID3D10StateBlock *iface)
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)
{
FIXME("iface %p stub!\n", iface);
unsigned int vp_count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
unsigned int i;
return E_NOTIMPL;
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.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)
@ -138,6 +427,10 @@ HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
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;