d3d10: Implement D3D10StateBlockMaskEnableCapture().
[wine.git] / dlls / d3d10 / stateblock.c
blob0dae71890ce197ce5586b8228dc46f76a5c9bef9
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_set_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
149 UINT end_bit = start_bit + count;
150 BYTE start_mask = 0xff << (start_bit & 7);
151 BYTE end_mask = 0x7f >> (~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], 0xff, end_idx - start_idx);
172 if (end_bit & 7)
173 field[end_idx] |= end_mask;
175 return S_OK;
178 static HRESULT stateblock_mask_clear_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
180 UINT end_bit = start_bit + count;
181 BYTE start_mask = 0x7f >> (~start_bit & 7);
182 BYTE end_mask = 0xff << (end_bit & 7);
183 UINT start_idx = start_bit >> 3;
184 UINT end_idx = end_bit >> 3;
186 if (start_bit >= field_size || field_size - start_bit < count)
187 return E_INVALIDARG;
189 if (start_idx == end_idx)
191 field[start_idx] &= start_mask | end_mask;
192 return S_OK;
195 if (start_bit & 7)
197 field[start_idx] &= start_mask;
198 ++start_idx;
201 memset(&field[start_idx], 0, end_idx - start_idx);
203 if (end_bit & 7)
204 field[end_idx] &= end_mask;
206 return S_OK;
209 HRESULT WINAPI D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x,
210 D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
212 UINT count = sizeof(*result) / sizeof(DWORD);
213 UINT i;
215 TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
217 if (!mask_x || !mask_y || !result)
218 return E_INVALIDARG;
220 for (i = 0; i < count; ++i)
222 ((DWORD *)result)[i] = ((DWORD *)mask_x)[i] ^ ((DWORD *)mask_y)[i];
224 for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
226 ((BYTE *)result)[i] = ((BYTE *)mask_x)[i] ^ ((BYTE *)mask_y)[i];
229 return S_OK;
232 HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask)
234 TRACE("mask %p.\n", mask);
236 if (!mask)
237 return E_INVALIDARG;
239 memset(mask, 0, sizeof(*mask));
241 return S_OK;
244 HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
245 D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
247 TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
248 mask, debug_d3d10_device_state_types(state_type), start_idx, count);
250 if (!mask)
251 return E_INVALIDARG;
253 switch (state_type)
255 case D3D10_DST_SO_BUFFERS:
256 return stateblock_mask_clear_bits(&mask->SOBuffers, 1, start_idx, count);
257 case D3D10_DST_OM_RENDER_TARGETS:
258 return stateblock_mask_clear_bits(&mask->OMRenderTargets, 1, start_idx, count);
259 case D3D10_DST_DEPTH_STENCIL_STATE:
260 return stateblock_mask_clear_bits(&mask->OMDepthStencilState, 1, start_idx, count);
261 case D3D10_DST_BLEND_STATE:
262 return stateblock_mask_clear_bits(&mask->OMBlendState, 1, start_idx, count);
263 case D3D10_DST_VS:
264 return stateblock_mask_clear_bits(&mask->VS, 1, start_idx, count);
265 case D3D10_DST_VS_SAMPLERS:
266 return stateblock_mask_clear_bits(mask->VSSamplers,
267 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
268 case D3D10_DST_VS_SHADER_RESOURCES:
269 return stateblock_mask_clear_bits(mask->VSShaderResources,
270 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
271 case D3D10_DST_VS_CONSTANT_BUFFERS:
272 return stateblock_mask_clear_bits(mask->VSConstantBuffers,
273 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
274 case D3D10_DST_GS:
275 return stateblock_mask_clear_bits(&mask->GS, 1, start_idx, count);
276 case D3D10_DST_GS_SAMPLERS:
277 return stateblock_mask_clear_bits(mask->GSSamplers,
278 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
279 case D3D10_DST_GS_SHADER_RESOURCES:
280 return stateblock_mask_clear_bits(mask->GSShaderResources,
281 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
282 case D3D10_DST_GS_CONSTANT_BUFFERS:
283 return stateblock_mask_clear_bits(mask->GSConstantBuffers,
284 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
285 case D3D10_DST_PS:
286 return stateblock_mask_clear_bits(&mask->PS, 1, start_idx, count);
287 case D3D10_DST_PS_SAMPLERS:
288 return stateblock_mask_clear_bits(mask->PSSamplers,
289 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
290 case D3D10_DST_PS_SHADER_RESOURCES:
291 return stateblock_mask_clear_bits(mask->PSShaderResources,
292 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
293 case D3D10_DST_PS_CONSTANT_BUFFERS:
294 return stateblock_mask_clear_bits(mask->PSConstantBuffers,
295 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
296 case D3D10_DST_IA_VERTEX_BUFFERS:
297 return stateblock_mask_clear_bits(mask->IAVertexBuffers,
298 D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
299 case D3D10_DST_IA_INDEX_BUFFER:
300 return stateblock_mask_clear_bits(&mask->IAIndexBuffer, 1, start_idx, count);
301 case D3D10_DST_IA_INPUT_LAYOUT:
302 return stateblock_mask_clear_bits(&mask->IAInputLayout, 1, start_idx, count);
303 case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
304 return stateblock_mask_clear_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
305 case D3D10_DST_RS_VIEWPORTS:
306 return stateblock_mask_clear_bits(&mask->RSViewports, 1, start_idx, count);
307 case D3D10_DST_RS_SCISSOR_RECTS:
308 return stateblock_mask_clear_bits(&mask->RSScissorRects, 1, start_idx, count);
309 case D3D10_DST_RS_RASTERIZER_STATE:
310 return stateblock_mask_clear_bits(&mask->RSRasterizerState, 1, start_idx, count);
311 case D3D10_DST_PREDICATION:
312 return stateblock_mask_clear_bits(&mask->Predication, 1, start_idx, count);
313 default:
314 FIXME("Unhandled state_type %#x.\n", state_type);
315 return E_INVALIDARG;
319 HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask)
321 TRACE("mask %p.\n", mask);
323 if (!mask)
324 return E_INVALIDARG;
326 memset(mask, 0xff, sizeof(*mask));
328 return S_OK;
331 HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
332 D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
334 TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
335 mask, debug_d3d10_device_state_types(state_type), start_idx, count);
337 if (!mask)
338 return E_INVALIDARG;
340 switch (state_type)
342 case D3D10_DST_SO_BUFFERS:
343 return stateblock_mask_set_bits(&mask->SOBuffers, 1, start_idx, count);
344 case D3D10_DST_OM_RENDER_TARGETS:
345 return stateblock_mask_set_bits(&mask->OMRenderTargets, 1, start_idx, count);
346 case D3D10_DST_DEPTH_STENCIL_STATE:
347 return stateblock_mask_set_bits(&mask->OMDepthStencilState, 1, start_idx, count);
348 case D3D10_DST_BLEND_STATE:
349 return stateblock_mask_set_bits(&mask->OMBlendState, 1, start_idx, count);
350 case D3D10_DST_VS:
351 return stateblock_mask_set_bits(&mask->VS, 1, start_idx, count);
352 case D3D10_DST_VS_SAMPLERS:
353 return stateblock_mask_set_bits(mask->VSSamplers,
354 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
355 case D3D10_DST_VS_SHADER_RESOURCES:
356 return stateblock_mask_set_bits(mask->VSShaderResources,
357 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
358 case D3D10_DST_VS_CONSTANT_BUFFERS:
359 return stateblock_mask_set_bits(mask->VSConstantBuffers,
360 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
361 case D3D10_DST_GS:
362 return stateblock_mask_set_bits(&mask->GS, 1, start_idx, count);
363 case D3D10_DST_GS_SAMPLERS:
364 return stateblock_mask_set_bits(mask->GSSamplers,
365 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
366 case D3D10_DST_GS_SHADER_RESOURCES:
367 return stateblock_mask_set_bits(mask->GSShaderResources,
368 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
369 case D3D10_DST_GS_CONSTANT_BUFFERS:
370 return stateblock_mask_set_bits(mask->GSConstantBuffers,
371 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
372 case D3D10_DST_PS:
373 return stateblock_mask_set_bits(&mask->PS, 1, start_idx, count);
374 case D3D10_DST_PS_SAMPLERS:
375 return stateblock_mask_set_bits(mask->PSSamplers,
376 D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
377 case D3D10_DST_PS_SHADER_RESOURCES:
378 return stateblock_mask_set_bits(mask->PSShaderResources,
379 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
380 case D3D10_DST_PS_CONSTANT_BUFFERS:
381 return stateblock_mask_set_bits(mask->PSConstantBuffers,
382 D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
383 case D3D10_DST_IA_VERTEX_BUFFERS:
384 return stateblock_mask_set_bits(mask->IAVertexBuffers,
385 D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
386 case D3D10_DST_IA_INDEX_BUFFER:
387 return stateblock_mask_set_bits(&mask->IAIndexBuffer, 1, start_idx, count);
388 case D3D10_DST_IA_INPUT_LAYOUT:
389 return stateblock_mask_set_bits(&mask->IAInputLayout, 1, start_idx, count);
390 case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
391 return stateblock_mask_set_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
392 case D3D10_DST_RS_VIEWPORTS:
393 return stateblock_mask_set_bits(&mask->RSViewports, 1, start_idx, count);
394 case D3D10_DST_RS_SCISSOR_RECTS:
395 return stateblock_mask_set_bits(&mask->RSScissorRects, 1, start_idx, count);
396 case D3D10_DST_RS_RASTERIZER_STATE:
397 return stateblock_mask_set_bits(&mask->RSRasterizerState, 1, start_idx, count);
398 case D3D10_DST_PREDICATION:
399 return stateblock_mask_set_bits(&mask->Predication, 1, start_idx, count);
400 default:
401 FIXME("Unhandled state_type %#x.\n", state_type);
402 return E_INVALIDARG;