/* * 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 "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; }; #define WINE_D3D10_TO_STR(x) case x: return #x static const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t) { switch (t) { WINE_D3D10_TO_STR(D3D10_DST_SO_BUFFERS); WINE_D3D10_TO_STR(D3D10_DST_OM_RENDER_TARGETS); WINE_D3D10_TO_STR(D3D10_DST_DEPTH_STENCIL_STATE); WINE_D3D10_TO_STR(D3D10_DST_BLEND_STATE); WINE_D3D10_TO_STR(D3D10_DST_VS); WINE_D3D10_TO_STR(D3D10_DST_VS_SAMPLERS); WINE_D3D10_TO_STR(D3D10_DST_VS_SHADER_RESOURCES); WINE_D3D10_TO_STR(D3D10_DST_VS_CONSTANT_BUFFERS); WINE_D3D10_TO_STR(D3D10_DST_GS); WINE_D3D10_TO_STR(D3D10_DST_GS_SAMPLERS); WINE_D3D10_TO_STR(D3D10_DST_GS_SHADER_RESOURCES); WINE_D3D10_TO_STR(D3D10_DST_GS_CONSTANT_BUFFERS); WINE_D3D10_TO_STR(D3D10_DST_PS); WINE_D3D10_TO_STR(D3D10_DST_PS_SAMPLERS); WINE_D3D10_TO_STR(D3D10_DST_PS_SHADER_RESOURCES); WINE_D3D10_TO_STR(D3D10_DST_PS_CONSTANT_BUFFERS); WINE_D3D10_TO_STR(D3D10_DST_IA_VERTEX_BUFFERS); WINE_D3D10_TO_STR(D3D10_DST_IA_INDEX_BUFFER); WINE_D3D10_TO_STR(D3D10_DST_IA_INPUT_LAYOUT); WINE_D3D10_TO_STR(D3D10_DST_IA_PRIMITIVE_TOPOLOGY); WINE_D3D10_TO_STR(D3D10_DST_RS_VIEWPORTS); WINE_D3D10_TO_STR(D3D10_DST_RS_SCISSOR_RECTS); WINE_D3D10_TO_STR(D3D10_DST_RS_RASTERIZER_STATE); WINE_D3D10_TO_STR(D3D10_DST_PREDICATION); default: FIXME("Unrecognised D3D10_DEVICE_STATE_TYPES %#x.\n", t); return "unrecognised"; } } #undef WINE_D3D10_TO_STR 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); ID3D10Device_Release(stateblock->device); heap_free(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); if (!(object = heap_alloc_zero(sizeof(*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; }