d3d10: Implement D3D10StateBlockMaskEnableCapture().

oldstable
Henri Verbeet 2011-11-16 20:08:03 +01:00 committed by Alexandre Julliard
parent d8241b8db6
commit c7feb3a533
4 changed files with 149 additions and 19 deletions

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@ -23,7 +23,7 @@
@ stdcall D3D10StateBlockMaskDisableAll(ptr)
@ stdcall D3D10StateBlockMaskDisableCapture(ptr long long long)
@ stdcall D3D10StateBlockMaskEnableAll(ptr)
@ stub D3D10StateBlockMaskEnableCapture
@ stdcall D3D10StateBlockMaskEnableCapture(ptr long long long)
@ stub D3D10StateBlockMaskGetSetting
@ stub D3D10StateBlockMaskIntersect
@ stub D3D10StateBlockMaskUnion

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@ -144,6 +144,37 @@ HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
return S_OK;
}
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;
@ -296,3 +327,78 @@ HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *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;
}
}

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@ -70,26 +70,27 @@ static void test_stateblock_mask(void)
{
UINT start_idx;
UINT count;
BYTE expected[5];
BYTE expected_disable[5];
BYTE expected_enable[5];
}
capture_test[] =
{
{ 8, 4, {0xff, 0xf0, 0xff, 0xff, 0xff}},
{ 9, 4, {0xff, 0xe1, 0xff, 0xff, 0xff}},
{10, 4, {0xff, 0xc3, 0xff, 0xff, 0xff}},
{11, 4, {0xff, 0x87, 0xff, 0xff, 0xff}},
{12, 4, {0xff, 0x0f, 0xff, 0xff, 0xff}},
{13, 4, {0xff, 0x1f, 0xfe, 0xff, 0xff}},
{14, 4, {0xff, 0x3f, 0xfc, 0xff, 0xff}},
{15, 4, {0xff, 0x7f, 0xf8, 0xff, 0xff}},
{ 8, 12, {0xff, 0x00, 0xf0, 0xff, 0xff}},
{ 9, 12, {0xff, 0x01, 0xe0, 0xff, 0xff}},
{10, 12, {0xff, 0x03, 0xc0, 0xff, 0xff}},
{11, 12, {0xff, 0x07, 0x80, 0xff, 0xff}},
{12, 12, {0xff, 0x0f, 0x00, 0xff, 0xff}},
{13, 12, {0xff, 0x1f, 0x00, 0xfe, 0xff}},
{14, 12, {0xff, 0x3f, 0x00, 0xfc, 0xff}},
{15, 12, {0xff, 0x7f, 0x00, 0xf8, 0xff}},
{ 8, 4, {0xff, 0xf0, 0xff, 0xff, 0xff}, {0x00, 0x0f, 0x00, 0x00, 0x00}},
{ 9, 4, {0xff, 0xe1, 0xff, 0xff, 0xff}, {0x00, 0x1e, 0x00, 0x00, 0x00}},
{10, 4, {0xff, 0xc3, 0xff, 0xff, 0xff}, {0x00, 0x3c, 0x00, 0x00, 0x00}},
{11, 4, {0xff, 0x87, 0xff, 0xff, 0xff}, {0x00, 0x78, 0x00, 0x00, 0x00}},
{12, 4, {0xff, 0x0f, 0xff, 0xff, 0xff}, {0x00, 0xf0, 0x00, 0x00, 0x00}},
{13, 4, {0xff, 0x1f, 0xfe, 0xff, 0xff}, {0x00, 0xe0, 0x01, 0x00, 0x00}},
{14, 4, {0xff, 0x3f, 0xfc, 0xff, 0xff}, {0x00, 0xc0, 0x03, 0x00, 0x00}},
{15, 4, {0xff, 0x7f, 0xf8, 0xff, 0xff}, {0x00, 0x80, 0x07, 0x00, 0x00}},
{ 8, 12, {0xff, 0x00, 0xf0, 0xff, 0xff}, {0x00, 0xff, 0x0f, 0x00, 0x00}},
{ 9, 12, {0xff, 0x01, 0xe0, 0xff, 0xff}, {0x00, 0xfe, 0x1f, 0x00, 0x00}},
{10, 12, {0xff, 0x03, 0xc0, 0xff, 0xff}, {0x00, 0xfc, 0x3f, 0x00, 0x00}},
{11, 12, {0xff, 0x07, 0x80, 0xff, 0xff}, {0x00, 0xf8, 0x7f, 0x00, 0x00}},
{12, 12, {0xff, 0x0f, 0x00, 0xff, 0xff}, {0x00, 0xf0, 0xff, 0x00, 0x00}},
{13, 12, {0xff, 0x1f, 0x00, 0xfe, 0xff}, {0x00, 0xe0, 0xff, 0x01, 0x00}},
{14, 12, {0xff, 0x3f, 0x00, 0xfc, 0xff}, {0x00, 0xc0, 0xff, 0x03, 0x00}},
{15, 12, {0xff, 0x7f, 0x00, 0xf8, 0xff}, {0x00, 0x80, 0xff, 0x07, 0x00}},
};
D3D10_STATE_BLOCK_MASK mask_x, mask_y, result;
HRESULT hr;
@ -141,6 +142,16 @@ static void test_stateblock_mask(void)
ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
hr = D3D10StateBlockMaskDisableCapture(NULL, D3D10_DST_VS, 0, 1);
ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
result.VS = 0;
hr = D3D10StateBlockMaskEnableCapture(&result, D3D10_DST_VS, 0, 1);
ok(SUCCEEDED(hr), "D3D10StateBlockMaskEnableCapture failed, hr %#x.\n", hr);
ok(result.VS == 0x01, "Got unexpected result.VS %#x.\n", result.VS);
hr = D3D10StateBlockMaskEnableCapture(&result, D3D10_DST_VS, 0, 4);
ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
hr = D3D10StateBlockMaskEnableCapture(&result, D3D10_DST_VS, 1, 1);
ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
hr = D3D10StateBlockMaskEnableCapture(NULL, D3D10_DST_VS, 0, 1);
ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
for (i = 0; i < sizeof(capture_test) / sizeof(*capture_test); ++i)
{
memset(&result, 0xff, sizeof(result));
@ -148,7 +159,18 @@ static void test_stateblock_mask(void)
capture_test[i].start_idx, capture_test[i].count);
ok(SUCCEEDED(hr), "D3D10StateBlockMaskDisableCapture failed, hr %#x.\n", hr);
ok(!memcmp(result.VSShaderResources, capture_test[i].expected, 5),
ok(!memcmp(result.VSShaderResources, capture_test[i].expected_disable, 5),
"Got unexpect result.VSShaderResources[0..4] {%#x, %#x, %#x, %#x, %#x} for test %u.\n",
result.VSShaderResources[0], result.VSShaderResources[1],
result.VSShaderResources[2], result.VSShaderResources[3],
result.VSShaderResources[4], i);
memset(&result, 0, sizeof(result));
hr = D3D10StateBlockMaskEnableCapture(&result, D3D10_DST_VS_SHADER_RESOURCES,
capture_test[i].start_idx, capture_test[i].count);
ok(SUCCEEDED(hr), "D3D10StateBlockMaskEnableCapture failed, hr %#x.\n", hr);
ok(!memcmp(result.VSShaderResources, capture_test[i].expected_enable, 5),
"Got unexpect result.VSShaderResources[0..4] {%#x, %#x, %#x, %#x, %#x} for test %u.\n",
result.VSShaderResources[0], result.VSShaderResources[1],
result.VSShaderResources[2], result.VSShaderResources[3],

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@ -838,6 +838,8 @@ HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask);
HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count);
HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask);
HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count);
#ifdef __cplusplus
}