d3d10: Implement d3d10_stateblock_Apply().

This commit is contained in:
Henri Verbeet 2014-09-03 07:48:19 +02:00 committed by Alexandre Julliard
parent df5f835e68
commit 92c420d449

View File

@ -378,9 +378,103 @@ static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *ifac
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface)
{
FIXME("iface %p stub!\n", iface);
struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
unsigned int i;
return E_NOTIMPL;
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.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)