mirror of
https://github.com/reactos/wine.git
synced 2024-12-03 01:12:25 +00:00
534 lines
20 KiB
C
534 lines
20 KiB
C
/*
|
|
* Copyright 2011 Henri Verbeet for CodeWeavers
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
|
*
|
|
*/
|
|
|
|
#include "config.h"
|
|
#include "wine/port.h"
|
|
|
|
#include "d3d10_private.h"
|
|
|
|
WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
|
|
|
|
struct d3d10_stateblock
|
|
{
|
|
ID3D10StateBlock ID3D10StateBlock_iface;
|
|
LONG refcount;
|
|
};
|
|
|
|
static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface)
|
|
{
|
|
return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface);
|
|
}
|
|
|
|
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_QueryInterface(ID3D10StateBlock *iface, REFIID iid, void **object)
|
|
{
|
|
struct d3d10_stateblock *stateblock;
|
|
|
|
TRACE("iface %p, iid %s, object %p.\n", iface, debugstr_guid(iid), object);
|
|
|
|
stateblock = impl_from_ID3D10StateBlock(iface);
|
|
|
|
if (IsEqualGUID(iid, &IID_ID3D10StateBlock)
|
|
|| IsEqualGUID(iid, &IID_IUnknown))
|
|
{
|
|
IUnknown_AddRef(&stateblock->ID3D10StateBlock_iface);
|
|
*object = &stateblock->ID3D10StateBlock_iface;
|
|
return S_OK;
|
|
}
|
|
|
|
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
|
|
*object = NULL;
|
|
|
|
return E_NOINTERFACE;
|
|
}
|
|
|
|
static ULONG STDMETHODCALLTYPE d3d10_stateblock_AddRef(ID3D10StateBlock *iface)
|
|
{
|
|
struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
|
|
ULONG refcount = InterlockedIncrement(&stateblock->refcount);
|
|
|
|
TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
|
|
|
|
return refcount;
|
|
}
|
|
|
|
static ULONG STDMETHODCALLTYPE d3d10_stateblock_Release(ID3D10StateBlock *iface)
|
|
{
|
|
struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
|
|
ULONG refcount = InterlockedDecrement(&stateblock->refcount);
|
|
|
|
TRACE("%p decreasing refcount to %u.\n", stateblock, refcount);
|
|
|
|
if (!refcount)
|
|
HeapFree(GetProcessHeap(), 0, stateblock);
|
|
|
|
return refcount;
|
|
}
|
|
|
|
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *iface)
|
|
{
|
|
FIXME("iface %p stub!\n", iface);
|
|
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface)
|
|
{
|
|
FIXME("iface %p stub!\n", iface);
|
|
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_ReleaseAllDeviceObjects(ID3D10StateBlock *iface)
|
|
{
|
|
FIXME("iface %p stub!\n", iface);
|
|
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_GetDevice(ID3D10StateBlock *iface, ID3D10Device **device)
|
|
{
|
|
FIXME("iface %p, device %p stub!\n", iface, device);
|
|
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
static const struct ID3D10StateBlockVtbl d3d10_stateblock_vtbl =
|
|
{
|
|
/* IUnknown methods */
|
|
d3d10_stateblock_QueryInterface,
|
|
d3d10_stateblock_AddRef,
|
|
d3d10_stateblock_Release,
|
|
/* ID3D10StateBlock methods */
|
|
d3d10_stateblock_Capture,
|
|
d3d10_stateblock_Apply,
|
|
d3d10_stateblock_ReleaseAllDeviceObjects,
|
|
d3d10_stateblock_GetDevice,
|
|
};
|
|
|
|
HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
|
|
D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock)
|
|
{
|
|
struct d3d10_stateblock *object;
|
|
|
|
FIXME("device %p, mask %p, stateblock %p stub!\n", device, mask, stateblock);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Failed to allocate D3D10 stateblock object memory.\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
object->ID3D10StateBlock_iface.lpVtbl = &d3d10_stateblock_vtbl;
|
|
object->refcount = 1;
|
|
|
|
TRACE("Created stateblock %p.\n", object);
|
|
*stateblock = &object->ID3D10StateBlock_iface;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
static BOOL stateblock_mask_get_bit(BYTE *field, UINT field_size, UINT idx)
|
|
{
|
|
if (idx >= field_size)
|
|
return FALSE;
|
|
|
|
return field[idx >> 3] & (1 << (idx & 7));
|
|
}
|
|
|
|
static HRESULT stateblock_mask_set_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
|
|
{
|
|
UINT end_bit = start_bit + count;
|
|
BYTE start_mask = 0xff << (start_bit & 7);
|
|
BYTE end_mask = 0x7f >> (~end_bit & 7);
|
|
UINT start_idx = start_bit >> 3;
|
|
UINT end_idx = end_bit >> 3;
|
|
|
|
if (start_bit >= field_size || field_size - start_bit < count)
|
|
return E_INVALIDARG;
|
|
|
|
if (start_idx == end_idx)
|
|
{
|
|
field[start_idx] |= start_mask & end_mask;
|
|
return S_OK;
|
|
}
|
|
|
|
if (start_bit & 7)
|
|
{
|
|
field[start_idx] |= start_mask;
|
|
++start_idx;
|
|
}
|
|
|
|
memset(&field[start_idx], 0xff, end_idx - start_idx);
|
|
|
|
if (end_bit & 7)
|
|
field[end_idx] |= end_mask;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
static HRESULT stateblock_mask_clear_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
|
|
{
|
|
UINT end_bit = start_bit + count;
|
|
BYTE start_mask = 0x7f >> (~start_bit & 7);
|
|
BYTE end_mask = 0xff << (end_bit & 7);
|
|
UINT start_idx = start_bit >> 3;
|
|
UINT end_idx = end_bit >> 3;
|
|
|
|
if (start_bit >= field_size || field_size - start_bit < count)
|
|
return E_INVALIDARG;
|
|
|
|
if (start_idx == end_idx)
|
|
{
|
|
field[start_idx] &= start_mask | end_mask;
|
|
return S_OK;
|
|
}
|
|
|
|
if (start_bit & 7)
|
|
{
|
|
field[start_idx] &= start_mask;
|
|
++start_idx;
|
|
}
|
|
|
|
memset(&field[start_idx], 0, end_idx - start_idx);
|
|
|
|
if (end_bit & 7)
|
|
field[end_idx] &= end_mask;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT WINAPI D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x,
|
|
D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
|
|
{
|
|
UINT count = sizeof(*result) / sizeof(DWORD);
|
|
UINT i;
|
|
|
|
TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
|
|
|
|
if (!mask_x || !mask_y || !result)
|
|
return E_INVALIDARG;
|
|
|
|
for (i = 0; i < count; ++i)
|
|
{
|
|
((DWORD *)result)[i] = ((DWORD *)mask_x)[i] ^ ((DWORD *)mask_y)[i];
|
|
}
|
|
for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
|
|
{
|
|
((BYTE *)result)[i] = ((BYTE *)mask_x)[i] ^ ((BYTE *)mask_y)[i];
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask)
|
|
{
|
|
TRACE("mask %p.\n", mask);
|
|
|
|
if (!mask)
|
|
return E_INVALIDARG;
|
|
|
|
memset(mask, 0, sizeof(*mask));
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
|
|
D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
|
|
{
|
|
TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
|
|
mask, debug_d3d10_device_state_types(state_type), start_idx, count);
|
|
|
|
if (!mask)
|
|
return E_INVALIDARG;
|
|
|
|
switch (state_type)
|
|
{
|
|
case D3D10_DST_SO_BUFFERS:
|
|
return stateblock_mask_clear_bits(&mask->SOBuffers, 1, start_idx, count);
|
|
case D3D10_DST_OM_RENDER_TARGETS:
|
|
return stateblock_mask_clear_bits(&mask->OMRenderTargets, 1, start_idx, count);
|
|
case D3D10_DST_DEPTH_STENCIL_STATE:
|
|
return stateblock_mask_clear_bits(&mask->OMDepthStencilState, 1, start_idx, count);
|
|
case D3D10_DST_BLEND_STATE:
|
|
return stateblock_mask_clear_bits(&mask->OMBlendState, 1, start_idx, count);
|
|
case D3D10_DST_VS:
|
|
return stateblock_mask_clear_bits(&mask->VS, 1, start_idx, count);
|
|
case D3D10_DST_VS_SAMPLERS:
|
|
return stateblock_mask_clear_bits(mask->VSSamplers,
|
|
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_VS_SHADER_RESOURCES:
|
|
return stateblock_mask_clear_bits(mask->VSShaderResources,
|
|
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_VS_CONSTANT_BUFFERS:
|
|
return stateblock_mask_clear_bits(mask->VSConstantBuffers,
|
|
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_GS:
|
|
return stateblock_mask_clear_bits(&mask->GS, 1, start_idx, count);
|
|
case D3D10_DST_GS_SAMPLERS:
|
|
return stateblock_mask_clear_bits(mask->GSSamplers,
|
|
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_GS_SHADER_RESOURCES:
|
|
return stateblock_mask_clear_bits(mask->GSShaderResources,
|
|
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_GS_CONSTANT_BUFFERS:
|
|
return stateblock_mask_clear_bits(mask->GSConstantBuffers,
|
|
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_PS:
|
|
return stateblock_mask_clear_bits(&mask->PS, 1, start_idx, count);
|
|
case D3D10_DST_PS_SAMPLERS:
|
|
return stateblock_mask_clear_bits(mask->PSSamplers,
|
|
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_PS_SHADER_RESOURCES:
|
|
return stateblock_mask_clear_bits(mask->PSShaderResources,
|
|
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_PS_CONSTANT_BUFFERS:
|
|
return stateblock_mask_clear_bits(mask->PSConstantBuffers,
|
|
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_IA_VERTEX_BUFFERS:
|
|
return stateblock_mask_clear_bits(mask->IAVertexBuffers,
|
|
D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_IA_INDEX_BUFFER:
|
|
return stateblock_mask_clear_bits(&mask->IAIndexBuffer, 1, start_idx, count);
|
|
case D3D10_DST_IA_INPUT_LAYOUT:
|
|
return stateblock_mask_clear_bits(&mask->IAInputLayout, 1, start_idx, count);
|
|
case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
|
|
return stateblock_mask_clear_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
|
|
case D3D10_DST_RS_VIEWPORTS:
|
|
return stateblock_mask_clear_bits(&mask->RSViewports, 1, start_idx, count);
|
|
case D3D10_DST_RS_SCISSOR_RECTS:
|
|
return stateblock_mask_clear_bits(&mask->RSScissorRects, 1, start_idx, count);
|
|
case D3D10_DST_RS_RASTERIZER_STATE:
|
|
return stateblock_mask_clear_bits(&mask->RSRasterizerState, 1, start_idx, count);
|
|
case D3D10_DST_PREDICATION:
|
|
return stateblock_mask_clear_bits(&mask->Predication, 1, start_idx, count);
|
|
default:
|
|
FIXME("Unhandled state_type %#x.\n", state_type);
|
|
return E_INVALIDARG;
|
|
}
|
|
}
|
|
|
|
HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask)
|
|
{
|
|
TRACE("mask %p.\n", mask);
|
|
|
|
if (!mask)
|
|
return E_INVALIDARG;
|
|
|
|
memset(mask, 0xff, sizeof(*mask));
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
|
|
D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
|
|
{
|
|
TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
|
|
mask, debug_d3d10_device_state_types(state_type), start_idx, count);
|
|
|
|
if (!mask)
|
|
return E_INVALIDARG;
|
|
|
|
switch (state_type)
|
|
{
|
|
case D3D10_DST_SO_BUFFERS:
|
|
return stateblock_mask_set_bits(&mask->SOBuffers, 1, start_idx, count);
|
|
case D3D10_DST_OM_RENDER_TARGETS:
|
|
return stateblock_mask_set_bits(&mask->OMRenderTargets, 1, start_idx, count);
|
|
case D3D10_DST_DEPTH_STENCIL_STATE:
|
|
return stateblock_mask_set_bits(&mask->OMDepthStencilState, 1, start_idx, count);
|
|
case D3D10_DST_BLEND_STATE:
|
|
return stateblock_mask_set_bits(&mask->OMBlendState, 1, start_idx, count);
|
|
case D3D10_DST_VS:
|
|
return stateblock_mask_set_bits(&mask->VS, 1, start_idx, count);
|
|
case D3D10_DST_VS_SAMPLERS:
|
|
return stateblock_mask_set_bits(mask->VSSamplers,
|
|
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_VS_SHADER_RESOURCES:
|
|
return stateblock_mask_set_bits(mask->VSShaderResources,
|
|
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_VS_CONSTANT_BUFFERS:
|
|
return stateblock_mask_set_bits(mask->VSConstantBuffers,
|
|
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_GS:
|
|
return stateblock_mask_set_bits(&mask->GS, 1, start_idx, count);
|
|
case D3D10_DST_GS_SAMPLERS:
|
|
return stateblock_mask_set_bits(mask->GSSamplers,
|
|
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_GS_SHADER_RESOURCES:
|
|
return stateblock_mask_set_bits(mask->GSShaderResources,
|
|
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_GS_CONSTANT_BUFFERS:
|
|
return stateblock_mask_set_bits(mask->GSConstantBuffers,
|
|
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_PS:
|
|
return stateblock_mask_set_bits(&mask->PS, 1, start_idx, count);
|
|
case D3D10_DST_PS_SAMPLERS:
|
|
return stateblock_mask_set_bits(mask->PSSamplers,
|
|
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_PS_SHADER_RESOURCES:
|
|
return stateblock_mask_set_bits(mask->PSShaderResources,
|
|
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_PS_CONSTANT_BUFFERS:
|
|
return stateblock_mask_set_bits(mask->PSConstantBuffers,
|
|
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_IA_VERTEX_BUFFERS:
|
|
return stateblock_mask_set_bits(mask->IAVertexBuffers,
|
|
D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
|
|
case D3D10_DST_IA_INDEX_BUFFER:
|
|
return stateblock_mask_set_bits(&mask->IAIndexBuffer, 1, start_idx, count);
|
|
case D3D10_DST_IA_INPUT_LAYOUT:
|
|
return stateblock_mask_set_bits(&mask->IAInputLayout, 1, start_idx, count);
|
|
case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
|
|
return stateblock_mask_set_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
|
|
case D3D10_DST_RS_VIEWPORTS:
|
|
return stateblock_mask_set_bits(&mask->RSViewports, 1, start_idx, count);
|
|
case D3D10_DST_RS_SCISSOR_RECTS:
|
|
return stateblock_mask_set_bits(&mask->RSScissorRects, 1, start_idx, count);
|
|
case D3D10_DST_RS_RASTERIZER_STATE:
|
|
return stateblock_mask_set_bits(&mask->RSRasterizerState, 1, start_idx, count);
|
|
case D3D10_DST_PREDICATION:
|
|
return stateblock_mask_set_bits(&mask->Predication, 1, start_idx, count);
|
|
default:
|
|
FIXME("Unhandled state_type %#x.\n", state_type);
|
|
return E_INVALIDARG;
|
|
}
|
|
}
|
|
|
|
BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
|
|
D3D10_DEVICE_STATE_TYPES state_type, UINT idx)
|
|
{
|
|
TRACE("mask %p state_type %s, idx %u.\n",
|
|
mask, debug_d3d10_device_state_types(state_type), idx);
|
|
|
|
if (!mask)
|
|
return FALSE;
|
|
|
|
switch (state_type)
|
|
{
|
|
case D3D10_DST_SO_BUFFERS:
|
|
return stateblock_mask_get_bit(&mask->SOBuffers, 1, idx);
|
|
case D3D10_DST_OM_RENDER_TARGETS:
|
|
return stateblock_mask_get_bit(&mask->OMRenderTargets, 1, idx);
|
|
case D3D10_DST_DEPTH_STENCIL_STATE:
|
|
return stateblock_mask_get_bit(&mask->OMDepthStencilState, 1, idx);
|
|
case D3D10_DST_BLEND_STATE:
|
|
return stateblock_mask_get_bit(&mask->OMBlendState, 1, idx);
|
|
case D3D10_DST_VS:
|
|
return stateblock_mask_get_bit(&mask->VS, 1, idx);
|
|
case D3D10_DST_VS_SAMPLERS:
|
|
return stateblock_mask_get_bit(mask->VSSamplers,
|
|
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
|
|
case D3D10_DST_VS_SHADER_RESOURCES:
|
|
return stateblock_mask_get_bit(mask->VSShaderResources,
|
|
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
|
|
case D3D10_DST_VS_CONSTANT_BUFFERS:
|
|
return stateblock_mask_get_bit(mask->VSConstantBuffers,
|
|
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
|
|
case D3D10_DST_GS:
|
|
return stateblock_mask_get_bit(&mask->GS, 1, idx);
|
|
case D3D10_DST_GS_SAMPLERS:
|
|
return stateblock_mask_get_bit(mask->GSSamplers,
|
|
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
|
|
case D3D10_DST_GS_SHADER_RESOURCES:
|
|
return stateblock_mask_get_bit(mask->GSShaderResources,
|
|
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
|
|
case D3D10_DST_GS_CONSTANT_BUFFERS:
|
|
return stateblock_mask_get_bit(mask->GSConstantBuffers,
|
|
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
|
|
case D3D10_DST_PS:
|
|
return stateblock_mask_get_bit(&mask->PS, 1, idx);
|
|
case D3D10_DST_PS_SAMPLERS:
|
|
return stateblock_mask_get_bit(mask->PSSamplers,
|
|
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, idx);
|
|
case D3D10_DST_PS_SHADER_RESOURCES:
|
|
return stateblock_mask_get_bit(mask->PSShaderResources,
|
|
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, idx);
|
|
case D3D10_DST_PS_CONSTANT_BUFFERS:
|
|
return stateblock_mask_get_bit(mask->PSConstantBuffers,
|
|
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, idx);
|
|
case D3D10_DST_IA_VERTEX_BUFFERS:
|
|
return stateblock_mask_get_bit(mask->IAVertexBuffers,
|
|
D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, idx);
|
|
case D3D10_DST_IA_INDEX_BUFFER:
|
|
return stateblock_mask_get_bit(&mask->IAIndexBuffer, 1, idx);
|
|
case D3D10_DST_IA_INPUT_LAYOUT:
|
|
return stateblock_mask_get_bit(&mask->IAInputLayout, 1, idx);
|
|
case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
|
|
return stateblock_mask_get_bit(&mask->IAPrimitiveTopology, 1, idx);
|
|
case D3D10_DST_RS_VIEWPORTS:
|
|
return stateblock_mask_get_bit(&mask->RSViewports, 1, idx);
|
|
case D3D10_DST_RS_SCISSOR_RECTS:
|
|
return stateblock_mask_get_bit(&mask->RSScissorRects, 1, idx);
|
|
case D3D10_DST_RS_RASTERIZER_STATE:
|
|
return stateblock_mask_get_bit(&mask->RSRasterizerState, 1, idx);
|
|
case D3D10_DST_PREDICATION:
|
|
return stateblock_mask_get_bit(&mask->Predication, 1, idx);
|
|
default:
|
|
FIXME("Unhandled state_type %#x.\n", state_type);
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
HRESULT WINAPI D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK *mask_x,
|
|
D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
|
|
{
|
|
UINT count = sizeof(*result) / sizeof(DWORD);
|
|
UINT i;
|
|
|
|
TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
|
|
|
|
if (!mask_x || !mask_y || !result)
|
|
return E_INVALIDARG;
|
|
|
|
for (i = 0; i < count; ++i)
|
|
{
|
|
((DWORD *)result)[i] = ((DWORD *)mask_x)[i] & ((DWORD *)mask_y)[i];
|
|
}
|
|
for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
|
|
{
|
|
((BYTE *)result)[i] = ((BYTE *)mask_x)[i] & ((BYTE *)mask_y)[i];
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT WINAPI D3D10StateBlockMaskUnion(D3D10_STATE_BLOCK_MASK *mask_x,
|
|
D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
|
|
{
|
|
UINT count = sizeof(*result) / sizeof(DWORD);
|
|
UINT i;
|
|
|
|
TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
|
|
|
|
if (!mask_x || !mask_y || !result)
|
|
return E_INVALIDARG;
|
|
|
|
for (i = 0; i < count; ++i)
|
|
{
|
|
((DWORD *)result)[i] = ((DWORD *)mask_x)[i] | ((DWORD *)mask_y)[i];
|
|
}
|
|
for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
|
|
{
|
|
((BYTE *)result)[i] = ((BYTE *)mask_x)[i] | ((BYTE *)mask_y)[i];
|
|
}
|
|
|
|
return S_OK;
|
|
}
|