jscript: Store the necessary function and variable info in the TypeInfo.
[wine.git] / dlls / d3d10 / stateblock.c
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1 /*
2 * Copyright 2011 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "d3d10_private.h"
22 WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
24 struct d3d10_stateblock
26 ID3D10StateBlock ID3D10StateBlock_iface;
27 LONG refcount;
29 ID3D10Device *device;
30 D3D10_STATE_BLOCK_MASK mask;
32 ID3D10VertexShader *vs;
33 ID3D10SamplerState *vs_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
34 ID3D10ShaderResourceView *vs_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
35 ID3D10Buffer *vs_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
36 ID3D10GeometryShader *gs;
37 ID3D10SamplerState *gs_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
38 ID3D10ShaderResourceView *gs_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
39 ID3D10Buffer *gs_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
40 ID3D10PixelShader *ps;
41 ID3D10SamplerState *ps_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
42 ID3D10ShaderResourceView *ps_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
43 ID3D10Buffer *ps_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
44 ID3D10Buffer *vbs[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
45 UINT vb_strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
46 UINT vb_offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
47 ID3D10Buffer *ib;
48 DXGI_FORMAT ib_format;
49 UINT ib_offset;
50 ID3D10InputLayout *il;
51 D3D10_PRIMITIVE_TOPOLOGY topology;
52 ID3D10RenderTargetView *rtvs[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
53 ID3D10DepthStencilView *dsv;
54 ID3D10DepthStencilState *dss;
55 UINT stencil_ref;
56 ID3D10BlendState *bs;
57 float blend_factor[4];
58 UINT sample_mask;
59 D3D10_VIEWPORT vps[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
60 D3D10_RECT scissor_rects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
61 ID3D10RasterizerState *rs;
62 ID3D10Buffer *so_buffers[D3D10_SO_BUFFER_SLOT_COUNT];
63 UINT so_offsets[D3D10_SO_BUFFER_SLOT_COUNT];
64 ID3D10Predicate *predicate;
65 BOOL predicate_value;
68 #define WINE_D3D10_TO_STR(x) case x: return #x
70 static const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t)
72 switch (t)
74 WINE_D3D10_TO_STR(D3D10_DST_SO_BUFFERS);
75 WINE_D3D10_TO_STR(D3D10_DST_OM_RENDER_TARGETS);
76 WINE_D3D10_TO_STR(D3D10_DST_DEPTH_STENCIL_STATE);
77 WINE_D3D10_TO_STR(D3D10_DST_BLEND_STATE);
78 WINE_D3D10_TO_STR(D3D10_DST_VS);
79 WINE_D3D10_TO_STR(D3D10_DST_VS_SAMPLERS);
80 WINE_D3D10_TO_STR(D3D10_DST_VS_SHADER_RESOURCES);
81 WINE_D3D10_TO_STR(D3D10_DST_VS_CONSTANT_BUFFERS);
82 WINE_D3D10_TO_STR(D3D10_DST_GS);
83 WINE_D3D10_TO_STR(D3D10_DST_GS_SAMPLERS);
84 WINE_D3D10_TO_STR(D3D10_DST_GS_SHADER_RESOURCES);
85 WINE_D3D10_TO_STR(D3D10_DST_GS_CONSTANT_BUFFERS);
86 WINE_D3D10_TO_STR(D3D10_DST_PS);
87 WINE_D3D10_TO_STR(D3D10_DST_PS_SAMPLERS);
88 WINE_D3D10_TO_STR(D3D10_DST_PS_SHADER_RESOURCES);
89 WINE_D3D10_TO_STR(D3D10_DST_PS_CONSTANT_BUFFERS);
90 WINE_D3D10_TO_STR(D3D10_DST_IA_VERTEX_BUFFERS);
91 WINE_D3D10_TO_STR(D3D10_DST_IA_INDEX_BUFFER);
92 WINE_D3D10_TO_STR(D3D10_DST_IA_INPUT_LAYOUT);
93 WINE_D3D10_TO_STR(D3D10_DST_IA_PRIMITIVE_TOPOLOGY);
94 WINE_D3D10_TO_STR(D3D10_DST_RS_VIEWPORTS);
95 WINE_D3D10_TO_STR(D3D10_DST_RS_SCISSOR_RECTS);
96 WINE_D3D10_TO_STR(D3D10_DST_RS_RASTERIZER_STATE);
97 WINE_D3D10_TO_STR(D3D10_DST_PREDICATION);
98 default:
99 FIXME("Unrecognised D3D10_DEVICE_STATE_TYPES %#x.\n", t);
100 return "unrecognised";
104 #undef WINE_D3D10_TO_STR
106 static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface)
108 return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface);
111 static void stateblock_cleanup(struct d3d10_stateblock *stateblock)
113 unsigned int i;
115 if (stateblock->vs)
117 ID3D10VertexShader_Release(stateblock->vs);
118 stateblock->vs = NULL;
120 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
122 if (stateblock->vs_samplers[i])
124 ID3D10SamplerState_Release(stateblock->vs_samplers[i]);
125 stateblock->vs_samplers[i] = NULL;
128 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
130 if (stateblock->vs_resources[i])
132 ID3D10ShaderResourceView_Release(stateblock->vs_resources[i]);
133 stateblock->vs_resources[i] = NULL;
136 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
138 if (stateblock->vs_cbs[i])
140 ID3D10Buffer_Release(stateblock->vs_cbs[i]);
141 stateblock->vs_cbs[i] = NULL;
145 if (stateblock->gs)
147 ID3D10GeometryShader_Release(stateblock->gs);
148 stateblock->gs = NULL;
150 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
152 if (stateblock->gs_samplers[i])
154 ID3D10SamplerState_Release(stateblock->gs_samplers[i]);
155 stateblock->gs_samplers[i] = NULL;
158 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
160 if (stateblock->gs_resources[i])
162 ID3D10ShaderResourceView_Release(stateblock->gs_resources[i]);
163 stateblock->gs_resources[i] = NULL;
166 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
168 if (stateblock->gs_cbs[i])
170 ID3D10Buffer_Release(stateblock->gs_cbs[i]);
171 stateblock->gs_cbs[i] = NULL;
175 if (stateblock->ps)
177 ID3D10PixelShader_Release(stateblock->ps);
178 stateblock->ps = NULL;
180 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
182 if (stateblock->ps_samplers[i])
184 ID3D10SamplerState_Release(stateblock->ps_samplers[i]);
185 stateblock->ps_samplers[i] = NULL;
188 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
190 if (stateblock->ps_resources[i])
192 ID3D10ShaderResourceView_Release(stateblock->ps_resources[i]);
193 stateblock->ps_resources[i] = NULL;
196 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
198 if (stateblock->ps_cbs[i])
200 ID3D10Buffer_Release(stateblock->ps_cbs[i]);
201 stateblock->ps_cbs[i] = NULL;
205 for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
207 if (stateblock->vbs[i])
209 ID3D10Buffer_Release(stateblock->vbs[i]);
210 stateblock->vbs[i] = NULL;
213 if (stateblock->ib)
215 ID3D10Buffer_Release(stateblock->ib);
216 stateblock->ib = NULL;
218 if (stateblock->il)
220 ID3D10InputLayout_Release(stateblock->il);
221 stateblock->il = NULL;
224 for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
226 if (stateblock->rtvs[i])
228 ID3D10RenderTargetView_Release(stateblock->rtvs[i]);
229 stateblock->rtvs[i] = NULL;
232 if (stateblock->dsv)
234 ID3D10DepthStencilView_Release(stateblock->dsv);
235 stateblock->dsv = NULL;
237 if (stateblock->dss)
239 ID3D10DepthStencilState_Release(stateblock->dss);
240 stateblock->dss = NULL;
242 if (stateblock->bs)
244 ID3D10BlendState_Release(stateblock->bs);
245 stateblock->bs = NULL;
248 if (stateblock->rs)
250 ID3D10RasterizerState_Release(stateblock->rs);
251 stateblock->rs = NULL;
254 for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
256 if (stateblock->so_buffers[i])
258 ID3D10Buffer_Release(stateblock->so_buffers[i]);
259 stateblock->so_buffers[i] = NULL;
263 if (stateblock->predicate)
265 ID3D10Predicate_Release(stateblock->predicate);
266 stateblock->predicate = NULL;
270 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_QueryInterface(ID3D10StateBlock *iface, REFIID iid, void **object)
272 struct d3d10_stateblock *stateblock;
274 TRACE("iface %p, iid %s, object %p.\n", iface, debugstr_guid(iid), object);
276 stateblock = impl_from_ID3D10StateBlock(iface);
278 if (IsEqualGUID(iid, &IID_ID3D10StateBlock)
279 || IsEqualGUID(iid, &IID_IUnknown))
281 IUnknown_AddRef(&stateblock->ID3D10StateBlock_iface);
282 *object = &stateblock->ID3D10StateBlock_iface;
283 return S_OK;
286 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
287 *object = NULL;
289 return E_NOINTERFACE;
292 static ULONG STDMETHODCALLTYPE d3d10_stateblock_AddRef(ID3D10StateBlock *iface)
294 struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
295 ULONG refcount = InterlockedIncrement(&stateblock->refcount);
297 TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
299 return refcount;
302 static ULONG STDMETHODCALLTYPE d3d10_stateblock_Release(ID3D10StateBlock *iface)
304 struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
305 ULONG refcount = InterlockedDecrement(&stateblock->refcount);
307 TRACE("%p decreasing refcount to %u.\n", stateblock, refcount);
309 if (!refcount)
311 stateblock_cleanup(stateblock);
312 ID3D10Device_Release(stateblock->device);
313 heap_free(stateblock);
316 return refcount;
319 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *iface)
321 unsigned int vp_count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
322 struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
323 unsigned int i;
325 TRACE("iface %p.\n", iface);
327 stateblock_cleanup(stateblock);
329 if (stateblock->mask.VS)
330 ID3D10Device_VSGetShader(stateblock->device, &stateblock->vs);
331 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
333 if (stateblock->mask.VSSamplers[i >> 3] & (1 << (i & 7)))
334 ID3D10Device_VSGetSamplers(stateblock->device, i, 1, &stateblock->vs_samplers[i]);
336 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
338 if (stateblock->mask.VSShaderResources[i >> 3] & (1 << (i & 7)))
339 ID3D10Device_VSGetShaderResources(stateblock->device, i, 1, &stateblock->vs_resources[i]);
341 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
343 if (stateblock->mask.VSConstantBuffers[i >> 3] & (1 << (i & 7)))
344 ID3D10Device_VSGetConstantBuffers(stateblock->device, i, 1, &stateblock->vs_cbs[i]);
347 if (stateblock->mask.GS)
348 ID3D10Device_GSGetShader(stateblock->device, &stateblock->gs);
349 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
351 if (stateblock->mask.GSSamplers[i >> 3] & (1 << (i & 7)))
352 ID3D10Device_GSGetSamplers(stateblock->device, i, 1, &stateblock->gs_samplers[i]);
354 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
356 if (stateblock->mask.GSShaderResources[i >> 3] & (1 << (i & 7)))
357 ID3D10Device_GSGetShaderResources(stateblock->device, i, 1, &stateblock->gs_resources[i]);
359 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
361 if (stateblock->mask.GSConstantBuffers[i >> 3] & (1 << (i & 7)))
362 ID3D10Device_GSGetConstantBuffers(stateblock->device, i, 1, &stateblock->gs_cbs[i]);
365 if (stateblock->mask.PS)
366 ID3D10Device_PSGetShader(stateblock->device, &stateblock->ps);
367 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
369 if (stateblock->mask.PSSamplers[i >> 3] & (1 << (i & 7)))
370 ID3D10Device_PSGetSamplers(stateblock->device, i, 1, &stateblock->ps_samplers[i]);
372 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
374 if (stateblock->mask.PSShaderResources[i >> 3] & (1 << (i & 7)))
375 ID3D10Device_PSGetShaderResources(stateblock->device, i, 1, &stateblock->ps_resources[i]);
377 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
379 if (stateblock->mask.PSConstantBuffers[i >> 3] & (1 << (i & 7)))
380 ID3D10Device_PSGetConstantBuffers(stateblock->device, i, 1, &stateblock->ps_cbs[i]);
383 for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
385 if (stateblock->mask.IAVertexBuffers[i >> 3] & (1 << (i & 7)))
386 ID3D10Device_IAGetVertexBuffers(stateblock->device, i, 1, &stateblock->vbs[i],
387 &stateblock->vb_strides[i], &stateblock->vb_offsets[i]);
389 if (stateblock->mask.IAIndexBuffer)
390 ID3D10Device_IAGetIndexBuffer(stateblock->device, &stateblock->ib,
391 &stateblock->ib_format, &stateblock->ib_offset);
392 if (stateblock->mask.IAInputLayout)
393 ID3D10Device_IAGetInputLayout(stateblock->device, &stateblock->il);
394 if (stateblock->mask.IAPrimitiveTopology)
395 ID3D10Device_IAGetPrimitiveTopology(stateblock->device, &stateblock->topology);
397 if (stateblock->mask.OMRenderTargets)
398 ID3D10Device_OMGetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT,
399 stateblock->rtvs, &stateblock->dsv);
400 if (stateblock->mask.OMDepthStencilState)
401 ID3D10Device_OMGetDepthStencilState(stateblock->device, &stateblock->dss, &stateblock->stencil_ref);
402 if (stateblock->mask.OMBlendState)
403 ID3D10Device_OMGetBlendState(stateblock->device, &stateblock->bs,
404 stateblock->blend_factor, &stateblock->sample_mask);
406 if (stateblock->mask.RSViewports)
407 ID3D10Device_RSGetViewports(stateblock->device, &vp_count, stateblock->vps);
408 if (stateblock->mask.RSScissorRects)
409 ID3D10Device_RSGetScissorRects(stateblock->device, &vp_count, stateblock->scissor_rects);
410 if (stateblock->mask.RSRasterizerState)
411 ID3D10Device_RSGetState(stateblock->device, &stateblock->rs);
413 if (stateblock->mask.SOBuffers)
414 ID3D10Device_SOGetTargets(stateblock->device, D3D10_SO_BUFFER_SLOT_COUNT,
415 stateblock->so_buffers, stateblock->so_offsets);
417 if (stateblock->mask.Predication)
418 ID3D10Device_GetPredication(stateblock->device, &stateblock->predicate, &stateblock->predicate_value);
420 return S_OK;
423 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface)
425 struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
426 unsigned int i;
428 TRACE("iface %p.\n", iface);
430 if (stateblock->mask.VS)
431 ID3D10Device_VSSetShader(stateblock->device, stateblock->vs);
432 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
434 if (stateblock->mask.VSSamplers[i >> 3] & (1 << (i & 7)))
435 ID3D10Device_VSSetSamplers(stateblock->device, i, 1, &stateblock->vs_samplers[i]);
437 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
439 if (stateblock->mask.VSShaderResources[i >> 3] & (1 << (i & 7)))
440 ID3D10Device_VSSetShaderResources(stateblock->device, i, 1, &stateblock->vs_resources[i]);
442 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
444 if (stateblock->mask.VSConstantBuffers[i >> 3] & (1 << (i & 7)))
445 ID3D10Device_VSSetConstantBuffers(stateblock->device, i, 1, &stateblock->vs_cbs[i]);
448 if (stateblock->mask.GS)
449 ID3D10Device_GSSetShader(stateblock->device, stateblock->gs);
450 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
452 if (stateblock->mask.GSSamplers[i >> 3] & (1 << (i & 7)))
453 ID3D10Device_GSSetSamplers(stateblock->device, i, 1, &stateblock->gs_samplers[i]);
455 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
457 if (stateblock->mask.GSShaderResources[i >> 3] & (1 << (i & 7)))
458 ID3D10Device_GSSetShaderResources(stateblock->device, i, 1, &stateblock->gs_resources[i]);
460 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
462 if (stateblock->mask.GSConstantBuffers[i >> 3] & (1 << (i & 7)))
463 ID3D10Device_GSSetConstantBuffers(stateblock->device, i, 1, &stateblock->gs_cbs[i]);
466 if (stateblock->mask.PS)
467 ID3D10Device_PSSetShader(stateblock->device, stateblock->ps);
468 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
470 if (stateblock->mask.PSSamplers[i >> 3] & (1 << (i & 7)))
471 ID3D10Device_PSSetSamplers(stateblock->device, i, 1, &stateblock->ps_samplers[i]);
473 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
475 if (stateblock->mask.PSShaderResources[i >> 3] & (1 << (i & 7)))
476 ID3D10Device_PSSetShaderResources(stateblock->device, i, 1, &stateblock->ps_resources[i]);
478 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
480 if (stateblock->mask.PSConstantBuffers[i >> 3] & (1 << (i & 7)))
481 ID3D10Device_PSSetConstantBuffers(stateblock->device, i, 1, &stateblock->ps_cbs[i]);
484 for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
486 if (stateblock->mask.IAVertexBuffers[i >> 3] & (1 << (i & 7)))
487 ID3D10Device_IASetVertexBuffers(stateblock->device, i, 1, &stateblock->vbs[i],
488 &stateblock->vb_strides[i], &stateblock->vb_offsets[i]);
490 if (stateblock->mask.IAIndexBuffer)
491 ID3D10Device_IASetIndexBuffer(stateblock->device, stateblock->ib,
492 stateblock->ib_format, stateblock->ib_offset);
493 if (stateblock->mask.IAInputLayout)
494 ID3D10Device_IASetInputLayout(stateblock->device, stateblock->il);
495 if (stateblock->mask.IAPrimitiveTopology)
496 ID3D10Device_IASetPrimitiveTopology(stateblock->device, stateblock->topology);
498 if (stateblock->mask.OMRenderTargets)
499 ID3D10Device_OMSetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT,
500 stateblock->rtvs, stateblock->dsv);
501 if (stateblock->mask.OMDepthStencilState)
502 ID3D10Device_OMSetDepthStencilState(stateblock->device, stateblock->dss, stateblock->stencil_ref);
503 if (stateblock->mask.OMBlendState)
504 ID3D10Device_OMSetBlendState(stateblock->device, stateblock->bs,
505 stateblock->blend_factor, stateblock->sample_mask);
507 if (stateblock->mask.RSViewports)
508 ID3D10Device_RSSetViewports(stateblock->device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
509 stateblock->vps);
510 if (stateblock->mask.RSScissorRects)
511 ID3D10Device_RSSetScissorRects(stateblock->device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
512 stateblock->scissor_rects);
513 if (stateblock->mask.RSRasterizerState)
514 ID3D10Device_RSSetState(stateblock->device, stateblock->rs);
516 if (stateblock->mask.SOBuffers)
517 ID3D10Device_SOSetTargets(stateblock->device, D3D10_SO_BUFFER_SLOT_COUNT,
518 stateblock->so_buffers, stateblock->so_offsets);
520 if (stateblock->mask.Predication)
521 ID3D10Device_SetPredication(stateblock->device, stateblock->predicate, stateblock->predicate_value);
523 return S_OK;
526 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_ReleaseAllDeviceObjects(ID3D10StateBlock *iface)
528 FIXME("iface %p stub!\n", iface);
530 return E_NOTIMPL;
533 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_GetDevice(ID3D10StateBlock *iface, ID3D10Device **device)
535 FIXME("iface %p, device %p stub!\n", iface, device);
537 return E_NOTIMPL;
540 static const struct ID3D10StateBlockVtbl d3d10_stateblock_vtbl =
542 /* IUnknown methods */
543 d3d10_stateblock_QueryInterface,
544 d3d10_stateblock_AddRef,
545 d3d10_stateblock_Release,
546 /* ID3D10StateBlock methods */
547 d3d10_stateblock_Capture,
548 d3d10_stateblock_Apply,
549 d3d10_stateblock_ReleaseAllDeviceObjects,
550 d3d10_stateblock_GetDevice,
553 HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
554 D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock)
556 struct d3d10_stateblock *object;
558 TRACE("device %p, mask %p, stateblock %p.\n", device, mask, stateblock);
560 if (!(object = heap_alloc_zero(sizeof(*object))))
562 ERR("Failed to allocate D3D10 stateblock object memory.\n");
563 return E_OUTOFMEMORY;
566 object->ID3D10StateBlock_iface.lpVtbl = &d3d10_stateblock_vtbl;
567 object->refcount = 1;
569 object->device = device;
570 ID3D10Device_AddRef(object->device);
571 object->mask = *mask;
573 TRACE("Created stateblock %p.\n", object);
574 *stateblock = &object->ID3D10StateBlock_iface;
576 return S_OK;
579 static BOOL stateblock_mask_get_bit(BYTE *field, UINT field_size, UINT idx)
581 if (idx >= field_size)
582 return FALSE;
584 return field[idx >> 3] & (1 << (idx & 7));
587 static HRESULT stateblock_mask_set_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
589 UINT end_bit = start_bit + count;
590 BYTE start_mask = 0xff << (start_bit & 7);
591 BYTE end_mask = 0x7f >> (~end_bit & 7);
592 UINT start_idx = start_bit >> 3;
593 UINT end_idx = end_bit >> 3;
595 if (start_bit >= field_size || field_size - start_bit < count)
596 return E_INVALIDARG;
598 if (start_idx == end_idx)
600 field[start_idx] |= start_mask & end_mask;
601 return S_OK;
604 if (start_bit & 7)
606 field[start_idx] |= start_mask;
607 ++start_idx;
610 memset(&field[start_idx], 0xff, end_idx - start_idx);
612 if (end_bit & 7)
613 field[end_idx] |= end_mask;
615 return S_OK;
618 static HRESULT stateblock_mask_clear_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
620 UINT end_bit = start_bit + count;
621 BYTE start_mask = 0x7f >> (~start_bit & 7);
622 BYTE end_mask = 0xff << (end_bit & 7);
623 UINT start_idx = start_bit >> 3;
624 UINT end_idx = end_bit >> 3;
626 if (start_bit >= field_size || field_size - start_bit < count)
627 return E_INVALIDARG;
629 if (start_idx == end_idx)
631 field[start_idx] &= start_mask | end_mask;
632 return S_OK;
635 if (start_bit & 7)
637 field[start_idx] &= start_mask;
638 ++start_idx;
641 memset(&field[start_idx], 0, end_idx - start_idx);
643 if (end_bit & 7)
644 field[end_idx] &= end_mask;
646 return S_OK;
649 HRESULT WINAPI D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x,
650 D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
652 UINT count = sizeof(*result) / sizeof(DWORD);
653 UINT i;
655 TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
657 if (!mask_x || !mask_y || !result)
658 return E_INVALIDARG;
660 for (i = 0; i < count; ++i)
662 ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] ^ ((DWORD *)mask_y)[i];
664 for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
666 ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] ^ ((BYTE *)mask_y)[i];
669 return S_OK;
672 HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask)
674 TRACE("mask %p.\n", mask);
676 if (!mask)
677 return E_INVALIDARG;
679 memset(mask, 0, sizeof(*mask));
681 return S_OK;
684 HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
685 D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
687 TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
688 mask, debug_d3d10_device_state_types(state_type), start_idx, count);
690 if (!mask)
691 return E_INVALIDARG;
693 switch (state_type)
695 case D3D10_DST_SO_BUFFERS:
696 return stateblock_mask_clear_bits(&mask->SOBuffers, 1, start_idx, count);
697 case D3D10_DST_OM_RENDER_TARGETS:
698 return stateblock_mask_clear_bits(&mask->OMRenderTargets, 1, start_idx, count);
699 case D3D10_DST_DEPTH_STENCIL_STATE:
700 return stateblock_mask_clear_bits(&mask->OMDepthStencilState, 1, start_idx, count);
701 case D3D10_DST_BLEND_STATE:
702 return stateblock_mask_clear_bits(&mask->OMBlendState, 1, start_idx, count);
703 case D3D10_DST_VS:
704 return stateblock_mask_clear_bits(&mask->VS, 1, start_idx, count);
705 case D3D10_DST_VS_SAMPLERS:
706 return stateblock_mask_clear_bits(mask->VSSamplers,
707 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
708 case D3D10_DST_VS_SHADER_RESOURCES:
709 return stateblock_mask_clear_bits(mask->VSShaderResources,
710 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
711 case D3D10_DST_VS_CONSTANT_BUFFERS:
712 return stateblock_mask_clear_bits(mask->VSConstantBuffers,
713 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
714 case D3D10_DST_GS:
715 return stateblock_mask_clear_bits(&mask->GS, 1, start_idx, count);
716 case D3D10_DST_GS_SAMPLERS:
717 return stateblock_mask_clear_bits(mask->GSSamplers,
718 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
719 case D3D10_DST_GS_SHADER_RESOURCES:
720 return stateblock_mask_clear_bits(mask->GSShaderResources,
721 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
722 case D3D10_DST_GS_CONSTANT_BUFFERS:
723 return stateblock_mask_clear_bits(mask->GSConstantBuffers,
724 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
725 case D3D10_DST_PS:
726 return stateblock_mask_clear_bits(&mask->PS, 1, start_idx, count);
727 case D3D10_DST_PS_SAMPLERS:
728 return stateblock_mask_clear_bits(mask->PSSamplers,
729 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
730 case D3D10_DST_PS_SHADER_RESOURCES:
731 return stateblock_mask_clear_bits(mask->PSShaderResources,
732 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
733 case D3D10_DST_PS_CONSTANT_BUFFERS:
734 return stateblock_mask_clear_bits(mask->PSConstantBuffers,
735 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
736 case D3D10_DST_IA_VERTEX_BUFFERS:
737 return stateblock_mask_clear_bits(mask->IAVertexBuffers,
738 D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
739 case D3D10_DST_IA_INDEX_BUFFER:
740 return stateblock_mask_clear_bits(&mask->IAIndexBuffer, 1, start_idx, count);
741 case D3D10_DST_IA_INPUT_LAYOUT:
742 return stateblock_mask_clear_bits(&mask->IAInputLayout, 1, start_idx, count);
743 case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
744 return stateblock_mask_clear_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
745 case D3D10_DST_RS_VIEWPORTS:
746 return stateblock_mask_clear_bits(&mask->RSViewports, 1, start_idx, count);
747 case D3D10_DST_RS_SCISSOR_RECTS:
748 return stateblock_mask_clear_bits(&mask->RSScissorRects, 1, start_idx, count);
749 case D3D10_DST_RS_RASTERIZER_STATE:
750 return stateblock_mask_clear_bits(&mask->RSRasterizerState, 1, start_idx, count);
751 case D3D10_DST_PREDICATION:
752 return stateblock_mask_clear_bits(&mask->Predication, 1, start_idx, count);
753 default:
754 FIXME("Unhandled state_type %#x.\n", state_type);
755 return E_INVALIDARG;
759 HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask)
761 TRACE("mask %p.\n", mask);
763 if (!mask)
764 return E_INVALIDARG;
766 memset(mask, 0xff, sizeof(*mask));
768 return S_OK;
771 HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
772 D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
774 TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
775 mask, debug_d3d10_device_state_types(state_type), start_idx, count);
777 if (!mask)
778 return E_INVALIDARG;
780 switch (state_type)
782 case D3D10_DST_SO_BUFFERS:
783 return stateblock_mask_set_bits(&mask->SOBuffers, 1, start_idx, count);
784 case D3D10_DST_OM_RENDER_TARGETS:
785 return stateblock_mask_set_bits(&mask->OMRenderTargets, 1, start_idx, count);
786 case D3D10_DST_DEPTH_STENCIL_STATE:
787 return stateblock_mask_set_bits(&mask->OMDepthStencilState, 1, start_idx, count);
788 case D3D10_DST_BLEND_STATE:
789 return stateblock_mask_set_bits(&mask->OMBlendState, 1, start_idx, count);
790 case D3D10_DST_VS:
791 return stateblock_mask_set_bits(&mask->VS, 1, start_idx, count);
792 case D3D10_DST_VS_SAMPLERS:
793 return stateblock_mask_set_bits(mask->VSSamplers,
794 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
795 case D3D10_DST_VS_SHADER_RESOURCES:
796 return stateblock_mask_set_bits(mask->VSShaderResources,
797 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
798 case D3D10_DST_VS_CONSTANT_BUFFERS:
799 return stateblock_mask_set_bits(mask->VSConstantBuffers,
800 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
801 case D3D10_DST_GS:
802 return stateblock_mask_set_bits(&mask->GS, 1, start_idx, count);
803 case D3D10_DST_GS_SAMPLERS:
804 return stateblock_mask_set_bits(mask->GSSamplers,
805 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
806 case D3D10_DST_GS_SHADER_RESOURCES:
807 return stateblock_mask_set_bits(mask->GSShaderResources,
808 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
809 case D3D10_DST_GS_CONSTANT_BUFFERS:
810 return stateblock_mask_set_bits(mask->GSConstantBuffers,
811 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
812 case D3D10_DST_PS:
813 return stateblock_mask_set_bits(&mask->PS, 1, start_idx, count);
814 case D3D10_DST_PS_SAMPLERS:
815 return stateblock_mask_set_bits(mask->PSSamplers,
816 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
817 case D3D10_DST_PS_SHADER_RESOURCES:
818 return stateblock_mask_set_bits(mask->PSShaderResources,
819 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
820 case D3D10_DST_PS_CONSTANT_BUFFERS:
821 return stateblock_mask_set_bits(mask->PSConstantBuffers,
822 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
823 case D3D10_DST_IA_VERTEX_BUFFERS:
824 return stateblock_mask_set_bits(mask->IAVertexBuffers,
825 D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
826 case D3D10_DST_IA_INDEX_BUFFER:
827 return stateblock_mask_set_bits(&mask->IAIndexBuffer, 1, start_idx, count);
828 case D3D10_DST_IA_INPUT_LAYOUT:
829 return stateblock_mask_set_bits(&mask->IAInputLayout, 1, start_idx, count);
830 case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
831 return stateblock_mask_set_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
832 case D3D10_DST_RS_VIEWPORTS:
833 return stateblock_mask_set_bits(&mask->RSViewports, 1, start_idx, count);
834 case D3D10_DST_RS_SCISSOR_RECTS:
835 return stateblock_mask_set_bits(&mask->RSScissorRects, 1, start_idx, count);
836 case D3D10_DST_RS_RASTERIZER_STATE:
837 return stateblock_mask_set_bits(&mask->RSRasterizerState, 1, start_idx, count);
838 case D3D10_DST_PREDICATION:
839 return stateblock_mask_set_bits(&mask->Predication, 1, start_idx, count);
840 default:
841 FIXME("Unhandled state_type %#x.\n", state_type);
842 return E_INVALIDARG;
846 BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
847 D3D10_DEVICE_STATE_TYPES state_type, UINT idx)
849 TRACE("mask %p state_type %s, idx %u.\n",
850 mask, debug_d3d10_device_state_types(state_type), idx);
852 if (!mask)
853 return FALSE;
855 switch (state_type)
857 case D3D10_DST_SO_BUFFERS:
858 return stateblock_mask_get_bit(&mask->SOBuffers, 1, idx);
859 case D3D10_DST_OM_RENDER_TARGETS:
860 return stateblock_mask_get_bit(&mask->OMRenderTargets, 1, idx);
861 case D3D10_DST_DEPTH_STENCIL_STATE:
862 return stateblock_mask_get_bit(&mask->OMDepthStencilState, 1, idx);
863 case D3D10_DST_BLEND_STATE:
864 return stateblock_mask_get_bit(&mask->OMBlendState, 1, idx);
865 case D3D10_DST_VS:
866 return stateblock_mask_get_bit(&mask->VS, 1, idx);
867 case D3D10_DST_VS_SAMPLERS:
868 return stateblock_mask_get_bit(mask->VSSamplers,
869 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
870 case D3D10_DST_VS_SHADER_RESOURCES:
871 return stateblock_mask_get_bit(mask->VSShaderResources,
872 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
873 case D3D10_DST_VS_CONSTANT_BUFFERS:
874 return stateblock_mask_get_bit(mask->VSConstantBuffers,
875 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
876 case D3D10_DST_GS:
877 return stateblock_mask_get_bit(&mask->GS, 1, idx);
878 case D3D10_DST_GS_SAMPLERS:
879 return stateblock_mask_get_bit(mask->GSSamplers,
880 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
881 case D3D10_DST_GS_SHADER_RESOURCES:
882 return stateblock_mask_get_bit(mask->GSShaderResources,
883 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
884 case D3D10_DST_GS_CONSTANT_BUFFERS:
885 return stateblock_mask_get_bit(mask->GSConstantBuffers,
886 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
887 case D3D10_DST_PS:
888 return stateblock_mask_get_bit(&mask->PS, 1, idx);
889 case D3D10_DST_PS_SAMPLERS:
890 return stateblock_mask_get_bit(mask->PSSamplers,
891 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
892 case D3D10_DST_PS_SHADER_RESOURCES:
893 return stateblock_mask_get_bit(mask->PSShaderResources,
894 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
895 case D3D10_DST_PS_CONSTANT_BUFFERS:
896 return stateblock_mask_get_bit(mask->PSConstantBuffers,
897 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
898 case D3D10_DST_IA_VERTEX_BUFFERS:
899 return stateblock_mask_get_bit(mask->IAVertexBuffers,
900 D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, idx);
901 case D3D10_DST_IA_INDEX_BUFFER:
902 return stateblock_mask_get_bit(&mask->IAIndexBuffer, 1, idx);
903 case D3D10_DST_IA_INPUT_LAYOUT:
904 return stateblock_mask_get_bit(&mask->IAInputLayout, 1, idx);
905 case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
906 return stateblock_mask_get_bit(&mask->IAPrimitiveTopology, 1, idx);
907 case D3D10_DST_RS_VIEWPORTS:
908 return stateblock_mask_get_bit(&mask->RSViewports, 1, idx);
909 case D3D10_DST_RS_SCISSOR_RECTS:
910 return stateblock_mask_get_bit(&mask->RSScissorRects, 1, idx);
911 case D3D10_DST_RS_RASTERIZER_STATE:
912 return stateblock_mask_get_bit(&mask->RSRasterizerState, 1, idx);
913 case D3D10_DST_PREDICATION:
914 return stateblock_mask_get_bit(&mask->Predication, 1, idx);
915 default:
916 FIXME("Unhandled state_type %#x.\n", state_type);
917 return FALSE;
921 HRESULT WINAPI D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK *mask_x,
922 D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
924 UINT count = sizeof(*result) / sizeof(DWORD);
925 UINT i;
927 TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
929 if (!mask_x || !mask_y || !result)
930 return E_INVALIDARG;
932 for (i = 0; i < count; ++i)
934 ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] & ((DWORD *)mask_y)[i];
936 for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
938 ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] & ((BYTE *)mask_y)[i];
941 return S_OK;
944 HRESULT WINAPI D3D10StateBlockMaskUnion(D3D10_STATE_BLOCK_MASK *mask_x,
945 D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
947 UINT count = sizeof(*result) / sizeof(DWORD);
948 UINT i;
950 TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
952 if (!mask_x || !mask_y || !result)
953 return E_INVALIDARG;
955 for (i = 0; i < count; ++i)
957 ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] | ((DWORD *)mask_y)[i];
959 for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
961 ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] | ((BYTE *)mask_y)[i];
964 return S_OK;