usp10: Fall back to 'dflt' language if shaping language tag isn't found.
[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 "config.h"
21 #include "wine/port.h"
23 #include "d3d10_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
27 struct d3d10_stateblock
29 ID3D10StateBlock ID3D10StateBlock_iface;
30 LONG refcount;
32 ID3D10Device *device;
33 D3D10_STATE_BLOCK_MASK mask;
35 ID3D10VertexShader *vs;
36 ID3D10SamplerState *vs_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
37 ID3D10ShaderResourceView *vs_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
38 ID3D10Buffer *vs_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
39 ID3D10GeometryShader *gs;
40 ID3D10SamplerState *gs_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
41 ID3D10ShaderResourceView *gs_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
42 ID3D10Buffer *gs_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
43 ID3D10PixelShader *ps;
44 ID3D10SamplerState *ps_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
45 ID3D10ShaderResourceView *ps_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
46 ID3D10Buffer *ps_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
47 ID3D10Buffer *vbs[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
48 UINT vb_strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
49 UINT vb_offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
50 ID3D10Buffer *ib;
51 DXGI_FORMAT ib_format;
52 UINT ib_offset;
53 ID3D10InputLayout *il;
54 D3D10_PRIMITIVE_TOPOLOGY topology;
55 ID3D10RenderTargetView *rtvs[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
56 ID3D10DepthStencilView *dsv;
57 ID3D10DepthStencilState *dss;
58 UINT stencil_ref;
59 ID3D10BlendState *bs;
60 float blend_factor[4];
61 UINT sample_mask;
62 D3D10_VIEWPORT vps[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
63 D3D10_RECT scissor_rects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
64 ID3D10RasterizerState *rs;
65 ID3D10Buffer *so_buffers[D3D10_SO_BUFFER_SLOT_COUNT];
66 UINT so_offsets[D3D10_SO_BUFFER_SLOT_COUNT];
67 ID3D10Predicate *predicate;
68 BOOL predicate_value;
71 static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface)
73 return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface);
76 static void stateblock_cleanup(struct d3d10_stateblock *stateblock)
78 unsigned int i;
80 if (stateblock->vs)
82 ID3D10VertexShader_Release(stateblock->vs);
83 stateblock->vs = NULL;
85 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
87 if (stateblock->vs_samplers[i])
89 ID3D10SamplerState_Release(stateblock->vs_samplers[i]);
90 stateblock->vs_samplers[i] = NULL;
93 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
95 if (stateblock->vs_resources[i])
97 ID3D10ShaderResourceView_Release(stateblock->vs_resources[i]);
98 stateblock->vs_resources[i] = NULL;
101 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
103 if (stateblock->vs_cbs[i])
105 ID3D10Buffer_Release(stateblock->vs_cbs[i]);
106 stateblock->vs_cbs[i] = NULL;
110 if (stateblock->gs)
112 ID3D10GeometryShader_Release(stateblock->gs);
113 stateblock->gs = NULL;
115 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
117 if (stateblock->gs_samplers[i])
119 ID3D10SamplerState_Release(stateblock->gs_samplers[i]);
120 stateblock->gs_samplers[i] = NULL;
123 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
125 if (stateblock->gs_resources[i])
127 ID3D10ShaderResourceView_Release(stateblock->gs_resources[i]);
128 stateblock->gs_resources[i] = NULL;
131 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
133 if (stateblock->gs_cbs[i])
135 ID3D10Buffer_Release(stateblock->gs_cbs[i]);
136 stateblock->gs_cbs[i] = NULL;
140 if (stateblock->ps)
142 ID3D10PixelShader_Release(stateblock->ps);
143 stateblock->ps = NULL;
145 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
147 if (stateblock->ps_samplers[i])
149 ID3D10SamplerState_Release(stateblock->ps_samplers[i]);
150 stateblock->ps_samplers[i] = NULL;
153 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
155 if (stateblock->ps_resources[i])
157 ID3D10ShaderResourceView_Release(stateblock->ps_resources[i]);
158 stateblock->ps_resources[i] = NULL;
161 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
163 if (stateblock->ps_cbs[i])
165 ID3D10Buffer_Release(stateblock->ps_cbs[i]);
166 stateblock->ps_cbs[i] = NULL;
170 for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
172 if (stateblock->vbs[i])
174 ID3D10Buffer_Release(stateblock->vbs[i]);
175 stateblock->vbs[i] = NULL;
178 if (stateblock->ib)
180 ID3D10Buffer_Release(stateblock->ib);
181 stateblock->ib = NULL;
183 if (stateblock->il)
185 ID3D10InputLayout_Release(stateblock->il);
186 stateblock->il = NULL;
189 for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
191 if (stateblock->rtvs[i])
193 ID3D10RenderTargetView_Release(stateblock->rtvs[i]);
194 stateblock->rtvs[i] = NULL;
197 if (stateblock->dsv)
199 ID3D10DepthStencilView_Release(stateblock->dsv);
200 stateblock->dsv = NULL;
202 if (stateblock->dss)
204 ID3D10DepthStencilState_Release(stateblock->dss);
205 stateblock->dss = NULL;
207 if (stateblock->bs)
209 ID3D10BlendState_Release(stateblock->bs);
210 stateblock->bs = NULL;
213 if (stateblock->rs)
215 ID3D10RasterizerState_Release(stateblock->rs);
216 stateblock->rs = NULL;
219 for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
221 if (stateblock->so_buffers[i])
223 ID3D10Buffer_Release(stateblock->so_buffers[i]);
224 stateblock->so_buffers[i] = NULL;
228 if (stateblock->predicate)
230 ID3D10Predicate_Release(stateblock->predicate);
231 stateblock->predicate = NULL;
235 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_QueryInterface(ID3D10StateBlock *iface, REFIID iid, void **object)
237 struct d3d10_stateblock *stateblock;
239 TRACE("iface %p, iid %s, object %p.\n", iface, debugstr_guid(iid), object);
241 stateblock = impl_from_ID3D10StateBlock(iface);
243 if (IsEqualGUID(iid, &IID_ID3D10StateBlock)
244 || IsEqualGUID(iid, &IID_IUnknown))
246 IUnknown_AddRef(&stateblock->ID3D10StateBlock_iface);
247 *object = &stateblock->ID3D10StateBlock_iface;
248 return S_OK;
251 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
252 *object = NULL;
254 return E_NOINTERFACE;
257 static ULONG STDMETHODCALLTYPE d3d10_stateblock_AddRef(ID3D10StateBlock *iface)
259 struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
260 ULONG refcount = InterlockedIncrement(&stateblock->refcount);
262 TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
264 return refcount;
267 static ULONG STDMETHODCALLTYPE d3d10_stateblock_Release(ID3D10StateBlock *iface)
269 struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
270 ULONG refcount = InterlockedDecrement(&stateblock->refcount);
272 TRACE("%p decreasing refcount to %u.\n", stateblock, refcount);
274 if (!refcount)
276 stateblock_cleanup(stateblock);
277 HeapFree(GetProcessHeap(), 0, stateblock);
280 return refcount;
283 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *iface)
285 unsigned int vp_count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
286 struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
287 unsigned int i;
289 TRACE("iface %p.\n", iface);
291 stateblock_cleanup(stateblock);
293 if (stateblock->mask.VS)
294 ID3D10Device_VSGetShader(stateblock->device, &stateblock->vs);
295 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
297 if (stateblock->mask.VSSamplers[i >> 3] & (1 << (i & 7)))
298 ID3D10Device_VSGetSamplers(stateblock->device, i, 1, &stateblock->vs_samplers[i]);
300 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
302 if (stateblock->mask.VSShaderResources[i >> 3] & (1 << (i & 7)))
303 ID3D10Device_VSGetShaderResources(stateblock->device, i, 1, &stateblock->vs_resources[i]);
305 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
307 if (stateblock->mask.VSConstantBuffers[i >> 3] & (1 << (i & 7)))
308 ID3D10Device_VSGetConstantBuffers(stateblock->device, i, 1, &stateblock->vs_cbs[i]);
311 if (stateblock->mask.GS)
312 ID3D10Device_GSGetShader(stateblock->device, &stateblock->gs);
313 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
315 if (stateblock->mask.GSSamplers[i >> 3] & (1 << (i & 7)))
316 ID3D10Device_GSGetSamplers(stateblock->device, i, 1, &stateblock->gs_samplers[i]);
318 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
320 if (stateblock->mask.GSShaderResources[i >> 3] & (1 << (i & 7)))
321 ID3D10Device_GSGetShaderResources(stateblock->device, i, 1, &stateblock->gs_resources[i]);
323 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
325 if (stateblock->mask.GSConstantBuffers[i >> 3] & (1 << (i & 7)))
326 ID3D10Device_GSGetConstantBuffers(stateblock->device, i, 1, &stateblock->gs_cbs[i]);
329 if (stateblock->mask.PS)
330 ID3D10Device_PSGetShader(stateblock->device, &stateblock->ps);
331 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
333 if (stateblock->mask.PSSamplers[i >> 3] & (1 << (i & 7)))
334 ID3D10Device_PSGetSamplers(stateblock->device, i, 1, &stateblock->ps_samplers[i]);
336 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
338 if (stateblock->mask.PSShaderResources[i >> 3] & (1 << (i & 7)))
339 ID3D10Device_PSGetShaderResources(stateblock->device, i, 1, &stateblock->ps_resources[i]);
341 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
343 if (stateblock->mask.PSConstantBuffers[i >> 3] & (1 << (i & 7)))
344 ID3D10Device_PSGetConstantBuffers(stateblock->device, i, 1, &stateblock->ps_cbs[i]);
347 for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
349 if (stateblock->mask.IAVertexBuffers[i >> 3] & (1 << (i & 7)))
350 ID3D10Device_IAGetVertexBuffers(stateblock->device, i, 1, &stateblock->vbs[i],
351 &stateblock->vb_strides[i], &stateblock->vb_offsets[i]);
353 if (stateblock->mask.IAIndexBuffer)
354 ID3D10Device_IAGetIndexBuffer(stateblock->device, &stateblock->ib,
355 &stateblock->ib_format, &stateblock->ib_offset);
356 if (stateblock->mask.IAInputLayout)
357 ID3D10Device_IAGetInputLayout(stateblock->device, &stateblock->il);
358 if (stateblock->mask.IAPrimitiveTopology)
359 ID3D10Device_IAGetPrimitiveTopology(stateblock->device, &stateblock->topology);
361 if (stateblock->mask.OMRenderTargets)
362 ID3D10Device_OMGetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT,
363 stateblock->rtvs, &stateblock->dsv);
364 if (stateblock->mask.OMDepthStencilState)
365 ID3D10Device_OMGetDepthStencilState(stateblock->device, &stateblock->dss, &stateblock->stencil_ref);
366 if (stateblock->mask.OMBlendState)
367 ID3D10Device_OMGetBlendState(stateblock->device, &stateblock->bs,
368 stateblock->blend_factor, &stateblock->sample_mask);
370 if (stateblock->mask.RSViewports)
371 ID3D10Device_RSGetViewports(stateblock->device, &vp_count, stateblock->vps);
372 if (stateblock->mask.RSScissorRects)
373 ID3D10Device_RSGetScissorRects(stateblock->device, &vp_count, stateblock->scissor_rects);
374 if (stateblock->mask.RSRasterizerState)
375 ID3D10Device_RSGetState(stateblock->device, &stateblock->rs);
377 if (stateblock->mask.SOBuffers)
378 ID3D10Device_SOGetTargets(stateblock->device, D3D10_SO_BUFFER_SLOT_COUNT,
379 stateblock->so_buffers, stateblock->so_offsets);
381 if (stateblock->mask.Predication)
382 ID3D10Device_GetPredication(stateblock->device, &stateblock->predicate, &stateblock->predicate_value);
384 return S_OK;
387 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface)
389 struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
390 unsigned int i;
392 TRACE("iface %p.\n", iface);
394 if (stateblock->mask.VS)
395 ID3D10Device_VSSetShader(stateblock->device, stateblock->vs);
396 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
398 if (stateblock->mask.VSSamplers[i >> 3] & (1 << (i & 7)))
399 ID3D10Device_VSSetSamplers(stateblock->device, i, 1, &stateblock->vs_samplers[i]);
401 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
403 if (stateblock->mask.VSShaderResources[i >> 3] & (1 << (i & 7)))
404 ID3D10Device_VSSetShaderResources(stateblock->device, i, 1, &stateblock->vs_resources[i]);
406 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
408 if (stateblock->mask.VSConstantBuffers[i >> 3] & (1 << (i & 7)))
409 ID3D10Device_VSSetConstantBuffers(stateblock->device, i, 1, &stateblock->vs_cbs[i]);
412 if (stateblock->mask.GS)
413 ID3D10Device_GSSetShader(stateblock->device, stateblock->gs);
414 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
416 if (stateblock->mask.GSSamplers[i >> 3] & (1 << (i & 7)))
417 ID3D10Device_GSSetSamplers(stateblock->device, i, 1, &stateblock->gs_samplers[i]);
419 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
421 if (stateblock->mask.GSShaderResources[i >> 3] & (1 << (i & 7)))
422 ID3D10Device_GSSetShaderResources(stateblock->device, i, 1, &stateblock->gs_resources[i]);
424 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
426 if (stateblock->mask.GSConstantBuffers[i >> 3] & (1 << (i & 7)))
427 ID3D10Device_GSSetConstantBuffers(stateblock->device, i, 1, &stateblock->gs_cbs[i]);
430 if (stateblock->mask.PS)
431 ID3D10Device_PSSetShader(stateblock->device, stateblock->ps);
432 for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
434 if (stateblock->mask.PSSamplers[i >> 3] & (1 << (i & 7)))
435 ID3D10Device_PSSetSamplers(stateblock->device, i, 1, &stateblock->ps_samplers[i]);
437 for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
439 if (stateblock->mask.PSShaderResources[i >> 3] & (1 << (i & 7)))
440 ID3D10Device_PSSetShaderResources(stateblock->device, i, 1, &stateblock->ps_resources[i]);
442 for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
444 if (stateblock->mask.PSConstantBuffers[i >> 3] & (1 << (i & 7)))
445 ID3D10Device_PSSetConstantBuffers(stateblock->device, i, 1, &stateblock->ps_cbs[i]);
448 for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
450 if (stateblock->mask.IAVertexBuffers[i >> 3] & (1 << (i & 7)))
451 ID3D10Device_IASetVertexBuffers(stateblock->device, i, 1, &stateblock->vbs[i],
452 &stateblock->vb_strides[i], &stateblock->vb_offsets[i]);
454 if (stateblock->mask.IAIndexBuffer)
455 ID3D10Device_IASetIndexBuffer(stateblock->device, stateblock->ib,
456 stateblock->ib_format, stateblock->ib_offset);
457 if (stateblock->mask.IAInputLayout)
458 ID3D10Device_IASetInputLayout(stateblock->device, stateblock->il);
459 if (stateblock->mask.IAPrimitiveTopology)
460 ID3D10Device_IASetPrimitiveTopology(stateblock->device, stateblock->topology);
462 if (stateblock->mask.OMRenderTargets)
463 ID3D10Device_OMSetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT,
464 stateblock->rtvs, stateblock->dsv);
465 if (stateblock->mask.OMDepthStencilState)
466 ID3D10Device_OMSetDepthStencilState(stateblock->device, stateblock->dss, stateblock->stencil_ref);
467 if (stateblock->mask.OMBlendState)
468 ID3D10Device_OMSetBlendState(stateblock->device, stateblock->bs,
469 stateblock->blend_factor, stateblock->sample_mask);
471 if (stateblock->mask.RSViewports)
472 ID3D10Device_RSSetViewports(stateblock->device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
473 stateblock->vps);
474 if (stateblock->mask.RSScissorRects)
475 ID3D10Device_RSSetScissorRects(stateblock->device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
476 stateblock->scissor_rects);
477 if (stateblock->mask.RSRasterizerState)
478 ID3D10Device_RSSetState(stateblock->device, stateblock->rs);
480 if (stateblock->mask.SOBuffers)
481 ID3D10Device_SOSetTargets(stateblock->device, D3D10_SO_BUFFER_SLOT_COUNT,
482 stateblock->so_buffers, stateblock->so_offsets);
484 if (stateblock->mask.Predication)
485 ID3D10Device_SetPredication(stateblock->device, stateblock->predicate, stateblock->predicate_value);
487 return S_OK;
490 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_ReleaseAllDeviceObjects(ID3D10StateBlock *iface)
492 FIXME("iface %p stub!\n", iface);
494 return E_NOTIMPL;
497 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_GetDevice(ID3D10StateBlock *iface, ID3D10Device **device)
499 FIXME("iface %p, device %p stub!\n", iface, device);
501 return E_NOTIMPL;
504 static const struct ID3D10StateBlockVtbl d3d10_stateblock_vtbl =
506 /* IUnknown methods */
507 d3d10_stateblock_QueryInterface,
508 d3d10_stateblock_AddRef,
509 d3d10_stateblock_Release,
510 /* ID3D10StateBlock methods */
511 d3d10_stateblock_Capture,
512 d3d10_stateblock_Apply,
513 d3d10_stateblock_ReleaseAllDeviceObjects,
514 d3d10_stateblock_GetDevice,
517 HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
518 D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock)
520 struct d3d10_stateblock *object;
522 TRACE("device %p, mask %p, stateblock %p.\n", device, mask, stateblock);
524 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
525 if (!object)
527 ERR("Failed to allocate D3D10 stateblock object memory.\n");
528 return E_OUTOFMEMORY;
531 object->ID3D10StateBlock_iface.lpVtbl = &d3d10_stateblock_vtbl;
532 object->refcount = 1;
534 object->device = device;
535 ID3D10Device_AddRef(object->device);
536 object->mask = *mask;
538 TRACE("Created stateblock %p.\n", object);
539 *stateblock = &object->ID3D10StateBlock_iface;
541 return S_OK;
544 static BOOL stateblock_mask_get_bit(BYTE *field, UINT field_size, UINT idx)
546 if (idx >= field_size)
547 return FALSE;
549 return field[idx >> 3] & (1 << (idx & 7));
552 static HRESULT stateblock_mask_set_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
554 UINT end_bit = start_bit + count;
555 BYTE start_mask = 0xff << (start_bit & 7);
556 BYTE end_mask = 0x7f >> (~end_bit & 7);
557 UINT start_idx = start_bit >> 3;
558 UINT end_idx = end_bit >> 3;
560 if (start_bit >= field_size || field_size - start_bit < count)
561 return E_INVALIDARG;
563 if (start_idx == end_idx)
565 field[start_idx] |= start_mask & end_mask;
566 return S_OK;
569 if (start_bit & 7)
571 field[start_idx] |= start_mask;
572 ++start_idx;
575 memset(&field[start_idx], 0xff, end_idx - start_idx);
577 if (end_bit & 7)
578 field[end_idx] |= end_mask;
580 return S_OK;
583 static HRESULT stateblock_mask_clear_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
585 UINT end_bit = start_bit + count;
586 BYTE start_mask = 0x7f >> (~start_bit & 7);
587 BYTE end_mask = 0xff << (end_bit & 7);
588 UINT start_idx = start_bit >> 3;
589 UINT end_idx = end_bit >> 3;
591 if (start_bit >= field_size || field_size - start_bit < count)
592 return E_INVALIDARG;
594 if (start_idx == end_idx)
596 field[start_idx] &= start_mask | end_mask;
597 return S_OK;
600 if (start_bit & 7)
602 field[start_idx] &= start_mask;
603 ++start_idx;
606 memset(&field[start_idx], 0, end_idx - start_idx);
608 if (end_bit & 7)
609 field[end_idx] &= end_mask;
611 return S_OK;
614 HRESULT WINAPI D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x,
615 D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
617 UINT count = sizeof(*result) / sizeof(DWORD);
618 UINT i;
620 TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
622 if (!mask_x || !mask_y || !result)
623 return E_INVALIDARG;
625 for (i = 0; i < count; ++i)
627 ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] ^ ((DWORD *)mask_y)[i];
629 for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
631 ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] ^ ((BYTE *)mask_y)[i];
634 return S_OK;
637 HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask)
639 TRACE("mask %p.\n", mask);
641 if (!mask)
642 return E_INVALIDARG;
644 memset(mask, 0, sizeof(*mask));
646 return S_OK;
649 HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
650 D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
652 TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
653 mask, debug_d3d10_device_state_types(state_type), start_idx, count);
655 if (!mask)
656 return E_INVALIDARG;
658 switch (state_type)
660 case D3D10_DST_SO_BUFFERS:
661 return stateblock_mask_clear_bits(&mask->SOBuffers, 1, start_idx, count);
662 case D3D10_DST_OM_RENDER_TARGETS:
663 return stateblock_mask_clear_bits(&mask->OMRenderTargets, 1, start_idx, count);
664 case D3D10_DST_DEPTH_STENCIL_STATE:
665 return stateblock_mask_clear_bits(&mask->OMDepthStencilState, 1, start_idx, count);
666 case D3D10_DST_BLEND_STATE:
667 return stateblock_mask_clear_bits(&mask->OMBlendState, 1, start_idx, count);
668 case D3D10_DST_VS:
669 return stateblock_mask_clear_bits(&mask->VS, 1, start_idx, count);
670 case D3D10_DST_VS_SAMPLERS:
671 return stateblock_mask_clear_bits(mask->VSSamplers,
672 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
673 case D3D10_DST_VS_SHADER_RESOURCES:
674 return stateblock_mask_clear_bits(mask->VSShaderResources,
675 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
676 case D3D10_DST_VS_CONSTANT_BUFFERS:
677 return stateblock_mask_clear_bits(mask->VSConstantBuffers,
678 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
679 case D3D10_DST_GS:
680 return stateblock_mask_clear_bits(&mask->GS, 1, start_idx, count);
681 case D3D10_DST_GS_SAMPLERS:
682 return stateblock_mask_clear_bits(mask->GSSamplers,
683 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
684 case D3D10_DST_GS_SHADER_RESOURCES:
685 return stateblock_mask_clear_bits(mask->GSShaderResources,
686 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
687 case D3D10_DST_GS_CONSTANT_BUFFERS:
688 return stateblock_mask_clear_bits(mask->GSConstantBuffers,
689 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
690 case D3D10_DST_PS:
691 return stateblock_mask_clear_bits(&mask->PS, 1, start_idx, count);
692 case D3D10_DST_PS_SAMPLERS:
693 return stateblock_mask_clear_bits(mask->PSSamplers,
694 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
695 case D3D10_DST_PS_SHADER_RESOURCES:
696 return stateblock_mask_clear_bits(mask->PSShaderResources,
697 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
698 case D3D10_DST_PS_CONSTANT_BUFFERS:
699 return stateblock_mask_clear_bits(mask->PSConstantBuffers,
700 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
701 case D3D10_DST_IA_VERTEX_BUFFERS:
702 return stateblock_mask_clear_bits(mask->IAVertexBuffers,
703 D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
704 case D3D10_DST_IA_INDEX_BUFFER:
705 return stateblock_mask_clear_bits(&mask->IAIndexBuffer, 1, start_idx, count);
706 case D3D10_DST_IA_INPUT_LAYOUT:
707 return stateblock_mask_clear_bits(&mask->IAInputLayout, 1, start_idx, count);
708 case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
709 return stateblock_mask_clear_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
710 case D3D10_DST_RS_VIEWPORTS:
711 return stateblock_mask_clear_bits(&mask->RSViewports, 1, start_idx, count);
712 case D3D10_DST_RS_SCISSOR_RECTS:
713 return stateblock_mask_clear_bits(&mask->RSScissorRects, 1, start_idx, count);
714 case D3D10_DST_RS_RASTERIZER_STATE:
715 return stateblock_mask_clear_bits(&mask->RSRasterizerState, 1, start_idx, count);
716 case D3D10_DST_PREDICATION:
717 return stateblock_mask_clear_bits(&mask->Predication, 1, start_idx, count);
718 default:
719 FIXME("Unhandled state_type %#x.\n", state_type);
720 return E_INVALIDARG;
724 HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask)
726 TRACE("mask %p.\n", mask);
728 if (!mask)
729 return E_INVALIDARG;
731 memset(mask, 0xff, sizeof(*mask));
733 return S_OK;
736 HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
737 D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
739 TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
740 mask, debug_d3d10_device_state_types(state_type), start_idx, count);
742 if (!mask)
743 return E_INVALIDARG;
745 switch (state_type)
747 case D3D10_DST_SO_BUFFERS:
748 return stateblock_mask_set_bits(&mask->SOBuffers, 1, start_idx, count);
749 case D3D10_DST_OM_RENDER_TARGETS:
750 return stateblock_mask_set_bits(&mask->OMRenderTargets, 1, start_idx, count);
751 case D3D10_DST_DEPTH_STENCIL_STATE:
752 return stateblock_mask_set_bits(&mask->OMDepthStencilState, 1, start_idx, count);
753 case D3D10_DST_BLEND_STATE:
754 return stateblock_mask_set_bits(&mask->OMBlendState, 1, start_idx, count);
755 case D3D10_DST_VS:
756 return stateblock_mask_set_bits(&mask->VS, 1, start_idx, count);
757 case D3D10_DST_VS_SAMPLERS:
758 return stateblock_mask_set_bits(mask->VSSamplers,
759 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
760 case D3D10_DST_VS_SHADER_RESOURCES:
761 return stateblock_mask_set_bits(mask->VSShaderResources,
762 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
763 case D3D10_DST_VS_CONSTANT_BUFFERS:
764 return stateblock_mask_set_bits(mask->VSConstantBuffers,
765 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
766 case D3D10_DST_GS:
767 return stateblock_mask_set_bits(&mask->GS, 1, start_idx, count);
768 case D3D10_DST_GS_SAMPLERS:
769 return stateblock_mask_set_bits(mask->GSSamplers,
770 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
771 case D3D10_DST_GS_SHADER_RESOURCES:
772 return stateblock_mask_set_bits(mask->GSShaderResources,
773 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
774 case D3D10_DST_GS_CONSTANT_BUFFERS:
775 return stateblock_mask_set_bits(mask->GSConstantBuffers,
776 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
777 case D3D10_DST_PS:
778 return stateblock_mask_set_bits(&mask->PS, 1, start_idx, count);
779 case D3D10_DST_PS_SAMPLERS:
780 return stateblock_mask_set_bits(mask->PSSamplers,
781 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
782 case D3D10_DST_PS_SHADER_RESOURCES:
783 return stateblock_mask_set_bits(mask->PSShaderResources,
784 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
785 case D3D10_DST_PS_CONSTANT_BUFFERS:
786 return stateblock_mask_set_bits(mask->PSConstantBuffers,
787 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
788 case D3D10_DST_IA_VERTEX_BUFFERS:
789 return stateblock_mask_set_bits(mask->IAVertexBuffers,
790 D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
791 case D3D10_DST_IA_INDEX_BUFFER:
792 return stateblock_mask_set_bits(&mask->IAIndexBuffer, 1, start_idx, count);
793 case D3D10_DST_IA_INPUT_LAYOUT:
794 return stateblock_mask_set_bits(&mask->IAInputLayout, 1, start_idx, count);
795 case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
796 return stateblock_mask_set_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
797 case D3D10_DST_RS_VIEWPORTS:
798 return stateblock_mask_set_bits(&mask->RSViewports, 1, start_idx, count);
799 case D3D10_DST_RS_SCISSOR_RECTS:
800 return stateblock_mask_set_bits(&mask->RSScissorRects, 1, start_idx, count);
801 case D3D10_DST_RS_RASTERIZER_STATE:
802 return stateblock_mask_set_bits(&mask->RSRasterizerState, 1, start_idx, count);
803 case D3D10_DST_PREDICATION:
804 return stateblock_mask_set_bits(&mask->Predication, 1, start_idx, count);
805 default:
806 FIXME("Unhandled state_type %#x.\n", state_type);
807 return E_INVALIDARG;
811 BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
812 D3D10_DEVICE_STATE_TYPES state_type, UINT idx)
814 TRACE("mask %p state_type %s, idx %u.\n",
815 mask, debug_d3d10_device_state_types(state_type), idx);
817 if (!mask)
818 return FALSE;
820 switch (state_type)
822 case D3D10_DST_SO_BUFFERS:
823 return stateblock_mask_get_bit(&mask->SOBuffers, 1, idx);
824 case D3D10_DST_OM_RENDER_TARGETS:
825 return stateblock_mask_get_bit(&mask->OMRenderTargets, 1, idx);
826 case D3D10_DST_DEPTH_STENCIL_STATE:
827 return stateblock_mask_get_bit(&mask->OMDepthStencilState, 1, idx);
828 case D3D10_DST_BLEND_STATE:
829 return stateblock_mask_get_bit(&mask->OMBlendState, 1, idx);
830 case D3D10_DST_VS:
831 return stateblock_mask_get_bit(&mask->VS, 1, idx);
832 case D3D10_DST_VS_SAMPLERS:
833 return stateblock_mask_get_bit(mask->VSSamplers,
834 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
835 case D3D10_DST_VS_SHADER_RESOURCES:
836 return stateblock_mask_get_bit(mask->VSShaderResources,
837 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
838 case D3D10_DST_VS_CONSTANT_BUFFERS:
839 return stateblock_mask_get_bit(mask->VSConstantBuffers,
840 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
841 case D3D10_DST_GS:
842 return stateblock_mask_get_bit(&mask->GS, 1, idx);
843 case D3D10_DST_GS_SAMPLERS:
844 return stateblock_mask_get_bit(mask->GSSamplers,
845 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
846 case D3D10_DST_GS_SHADER_RESOURCES:
847 return stateblock_mask_get_bit(mask->GSShaderResources,
848 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
849 case D3D10_DST_GS_CONSTANT_BUFFERS:
850 return stateblock_mask_get_bit(mask->GSConstantBuffers,
851 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
852 case D3D10_DST_PS:
853 return stateblock_mask_get_bit(&mask->PS, 1, idx);
854 case D3D10_DST_PS_SAMPLERS:
855 return stateblock_mask_get_bit(mask->PSSamplers,
856 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
857 case D3D10_DST_PS_SHADER_RESOURCES:
858 return stateblock_mask_get_bit(mask->PSShaderResources,
859 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
860 case D3D10_DST_PS_CONSTANT_BUFFERS:
861 return stateblock_mask_get_bit(mask->PSConstantBuffers,
862 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
863 case D3D10_DST_IA_VERTEX_BUFFERS:
864 return stateblock_mask_get_bit(mask->IAVertexBuffers,
865 D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, idx);
866 case D3D10_DST_IA_INDEX_BUFFER:
867 return stateblock_mask_get_bit(&mask->IAIndexBuffer, 1, idx);
868 case D3D10_DST_IA_INPUT_LAYOUT:
869 return stateblock_mask_get_bit(&mask->IAInputLayout, 1, idx);
870 case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
871 return stateblock_mask_get_bit(&mask->IAPrimitiveTopology, 1, idx);
872 case D3D10_DST_RS_VIEWPORTS:
873 return stateblock_mask_get_bit(&mask->RSViewports, 1, idx);
874 case D3D10_DST_RS_SCISSOR_RECTS:
875 return stateblock_mask_get_bit(&mask->RSScissorRects, 1, idx);
876 case D3D10_DST_RS_RASTERIZER_STATE:
877 return stateblock_mask_get_bit(&mask->RSRasterizerState, 1, idx);
878 case D3D10_DST_PREDICATION:
879 return stateblock_mask_get_bit(&mask->Predication, 1, idx);
880 default:
881 FIXME("Unhandled state_type %#x.\n", state_type);
882 return FALSE;
886 HRESULT WINAPI D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK *mask_x,
887 D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
889 UINT count = sizeof(*result) / sizeof(DWORD);
890 UINT i;
892 TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
894 if (!mask_x || !mask_y || !result)
895 return E_INVALIDARG;
897 for (i = 0; i < count; ++i)
899 ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] & ((DWORD *)mask_y)[i];
901 for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
903 ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] & ((BYTE *)mask_y)[i];
906 return S_OK;
909 HRESULT WINAPI D3D10StateBlockMaskUnion(D3D10_STATE_BLOCK_MASK *mask_x,
910 D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
912 UINT count = sizeof(*result) / sizeof(DWORD);
913 UINT i;
915 TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
917 if (!mask_x || !mask_y || !result)
918 return E_INVALIDARG;
920 for (i = 0; i < count; ++i)
922 ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] | ((DWORD *)mask_y)[i];
924 for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
926 ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] | ((BYTE *)mask_y)[i];
929 return S_OK;