advapi32/tests: Do not assume the test is called with an absolute path.
[wine.git] / dlls / d3d10 / stateblock.c
blob7fd2aa2319ea385c0b503bfdd4002376444cee26
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;
33 static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface)
35 return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface);
38 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_QueryInterface(ID3D10StateBlock *iface, REFIID iid, void **object)
40 struct d3d10_stateblock *stateblock;
42 TRACE("iface %p, iid %s, object %p.\n", iface, debugstr_guid(iid), object);
44 stateblock = impl_from_ID3D10StateBlock(iface);
46 if (IsEqualGUID(iid, &IID_ID3D10StateBlock)
47 || IsEqualGUID(iid, &IID_IUnknown))
49 IUnknown_AddRef(&stateblock->ID3D10StateBlock_iface);
50 *object = &stateblock->ID3D10StateBlock_iface;
51 return S_OK;
54 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
55 *object = NULL;
57 return E_NOINTERFACE;
60 static ULONG STDMETHODCALLTYPE d3d10_stateblock_AddRef(ID3D10StateBlock *iface)
62 struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
63 ULONG refcount = InterlockedIncrement(&stateblock->refcount);
65 TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
67 return refcount;
70 static ULONG STDMETHODCALLTYPE d3d10_stateblock_Release(ID3D10StateBlock *iface)
72 struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
73 ULONG refcount = InterlockedDecrement(&stateblock->refcount);
75 TRACE("%p decreasing refcount to %u.\n", stateblock, refcount);
77 if (!refcount)
78 HeapFree(GetProcessHeap(), 0, stateblock);
80 return refcount;
83 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *iface)
85 FIXME("iface %p stub!\n", iface);
87 return E_NOTIMPL;
90 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface)
92 FIXME("iface %p stub!\n", iface);
94 return E_NOTIMPL;
97 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_ReleaseAllDeviceObjects(ID3D10StateBlock *iface)
99 FIXME("iface %p stub!\n", iface);
101 return E_NOTIMPL;
104 static HRESULT STDMETHODCALLTYPE d3d10_stateblock_GetDevice(ID3D10StateBlock *iface, ID3D10Device **device)
106 FIXME("iface %p, device %p stub!\n", iface, device);
108 return E_NOTIMPL;
111 static const struct ID3D10StateBlockVtbl d3d10_stateblock_vtbl =
113 /* IUnknown methods */
114 d3d10_stateblock_QueryInterface,
115 d3d10_stateblock_AddRef,
116 d3d10_stateblock_Release,
117 /* ID3D10StateBlock methods */
118 d3d10_stateblock_Capture,
119 d3d10_stateblock_Apply,
120 d3d10_stateblock_ReleaseAllDeviceObjects,
121 d3d10_stateblock_GetDevice,
124 HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
125 D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock)
127 struct d3d10_stateblock *object;
129 FIXME("device %p, mask %p, stateblock %p stub!\n", device, mask, stateblock);
131 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
132 if (!object)
134 ERR("Failed to allocate D3D10 stateblock object memory.\n");
135 return E_OUTOFMEMORY;
138 object->ID3D10StateBlock_iface.lpVtbl = &d3d10_stateblock_vtbl;
139 object->refcount = 1;
141 TRACE("Created stateblock %p.\n", object);
142 *stateblock = &object->ID3D10StateBlock_iface;
144 return S_OK;
147 static HRESULT stateblock_mask_clear_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
149 UINT end_bit = start_bit + count;
150 BYTE start_mask = 0x7f >> (~start_bit & 7);
151 BYTE end_mask = 0xff << (end_bit & 7);
152 UINT start_idx = start_bit >> 3;
153 UINT end_idx = end_bit >> 3;
155 if (start_bit >= field_size || field_size - start_bit < count)
156 return E_INVALIDARG;
158 if (start_idx == end_idx)
160 field[start_idx] &= start_mask | end_mask;
161 return S_OK;
164 if (start_bit & 7)
166 field[start_idx] &= start_mask;
167 ++start_idx;
170 memset(&field[start_idx], 0, end_idx - start_idx);
172 if (end_bit & 7)
173 field[end_idx] &= end_mask;
175 return S_OK;
178 HRESULT WINAPI D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x,
179 D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
181 UINT count = sizeof(*result) / sizeof(DWORD);
182 UINT i;
184 TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
186 if (!mask_x || !mask_y || !result)
187 return E_INVALIDARG;
189 for (i = 0; i < count; ++i)
191 ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] ^ ((DWORD *)mask_y)[i];
193 for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
195 ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] ^ ((BYTE *)mask_y)[i];
198 return S_OK;
201 HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask)
203 TRACE("mask %p.\n", mask);
205 if (!mask)
206 return E_INVALIDARG;
208 memset(mask, 0, sizeof(*mask));
210 return S_OK;
213 HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
214 D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
216 TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
217 mask, debug_d3d10_device_state_types(state_type), start_idx, count);
219 if (!mask)
220 return E_INVALIDARG;
222 switch (state_type)
224 case D3D10_DST_SO_BUFFERS:
225 return stateblock_mask_clear_bits(&mask->SOBuffers, 1, start_idx, count);
226 case D3D10_DST_OM_RENDER_TARGETS:
227 return stateblock_mask_clear_bits(&mask->OMRenderTargets, 1, start_idx, count);
228 case D3D10_DST_DEPTH_STENCIL_STATE:
229 return stateblock_mask_clear_bits(&mask->OMDepthStencilState, 1, start_idx, count);
230 case D3D10_DST_BLEND_STATE:
231 return stateblock_mask_clear_bits(&mask->OMBlendState, 1, start_idx, count);
232 case D3D10_DST_VS:
233 return stateblock_mask_clear_bits(&mask->VS, 1, start_idx, count);
234 case D3D10_DST_VS_SAMPLERS:
235 return stateblock_mask_clear_bits(mask->VSSamplers,
236 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
237 case D3D10_DST_VS_SHADER_RESOURCES:
238 return stateblock_mask_clear_bits(mask->VSShaderResources,
239 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
240 case D3D10_DST_VS_CONSTANT_BUFFERS:
241 return stateblock_mask_clear_bits(mask->VSConstantBuffers,
242 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
243 case D3D10_DST_GS:
244 return stateblock_mask_clear_bits(&mask->GS, 1, start_idx, count);
245 case D3D10_DST_GS_SAMPLERS:
246 return stateblock_mask_clear_bits(mask->GSSamplers,
247 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
248 case D3D10_DST_GS_SHADER_RESOURCES:
249 return stateblock_mask_clear_bits(mask->GSShaderResources,
250 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
251 case D3D10_DST_GS_CONSTANT_BUFFERS:
252 return stateblock_mask_clear_bits(mask->GSConstantBuffers,
253 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
254 case D3D10_DST_PS:
255 return stateblock_mask_clear_bits(&mask->PS, 1, start_idx, count);
256 case D3D10_DST_PS_SAMPLERS:
257 return stateblock_mask_clear_bits(mask->PSSamplers,
258 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
259 case D3D10_DST_PS_SHADER_RESOURCES:
260 return stateblock_mask_clear_bits(mask->PSShaderResources,
261 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
262 case D3D10_DST_PS_CONSTANT_BUFFERS:
263 return stateblock_mask_clear_bits(mask->PSConstantBuffers,
264 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
265 case D3D10_DST_IA_VERTEX_BUFFERS:
266 return stateblock_mask_clear_bits(mask->IAVertexBuffers,
267 D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
268 case D3D10_DST_IA_INDEX_BUFFER:
269 return stateblock_mask_clear_bits(&mask->IAIndexBuffer, 1, start_idx, count);
270 case D3D10_DST_IA_INPUT_LAYOUT:
271 return stateblock_mask_clear_bits(&mask->IAInputLayout, 1, start_idx, count);
272 case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
273 return stateblock_mask_clear_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
274 case D3D10_DST_RS_VIEWPORTS:
275 return stateblock_mask_clear_bits(&mask->RSViewports, 1, start_idx, count);
276 case D3D10_DST_RS_SCISSOR_RECTS:
277 return stateblock_mask_clear_bits(&mask->RSScissorRects, 1, start_idx, count);
278 case D3D10_DST_RS_RASTERIZER_STATE:
279 return stateblock_mask_clear_bits(&mask->RSRasterizerState, 1, start_idx, count);
280 case D3D10_DST_PREDICATION:
281 return stateblock_mask_clear_bits(&mask->Predication, 1, start_idx, count);
282 default:
283 FIXME("Unhandled state_type %#x.\n", state_type);
284 return E_INVALIDARG;
288 HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask)
290 TRACE("mask %p.\n", mask);
292 if (!mask)
293 return E_INVALIDARG;
295 memset(mask, 0xff, sizeof(*mask));
297 return S_OK;