Module: wine Branch: master Commit: a0c6cdd5c936154b29f8d2b86976356c626613a4 URL: http://source.winehq.org/git/wine.git/?a=commit;h=a0c6cdd5c936154b29f8d2b869...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Mon Nov 3 08:59:34 2014 +0100
d3d10core: Implement d3d10_device_ClearState().
---
dlls/d3d10core/device.c | 68 ++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 67 insertions(+), 1 deletion(-)
diff --git a/dlls/d3d10core/device.c b/dlls/d3d10core/device.c index aac53dd..05639b9 100644 --- a/dlls/d3d10core/device.c +++ b/dlls/d3d10core/device.c @@ -1260,7 +1260,73 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateDataInterface(ID3D10Devi
static void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device1 *iface) { - FIXME("iface %p stub!\n", iface); + static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f}; + struct d3d10_device *device = impl_from_ID3D10Device(iface); + unsigned int i; + + TRACE("iface %p.\n", iface); + + wined3d_device_set_vertex_shader(device->wined3d_device, NULL); + for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) + { + wined3d_device_set_vs_sampler(device->wined3d_device, i, NULL); + } + for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + wined3d_device_set_vs_resource_view(device->wined3d_device, i, NULL); + } + for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) + { + wined3d_device_set_vs_cb(device->wined3d_device, i, NULL); + } + wined3d_device_set_geometry_shader(device->wined3d_device, NULL); + for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) + { + wined3d_device_set_gs_sampler(device->wined3d_device, i, NULL); + } + for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + wined3d_device_set_gs_resource_view(device->wined3d_device, i, NULL); + } + for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) + { + wined3d_device_set_gs_cb(device->wined3d_device, i, NULL); + } + wined3d_device_set_pixel_shader(device->wined3d_device, NULL); + for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) + { + wined3d_device_set_ps_sampler(device->wined3d_device, i, NULL); + } + for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + wined3d_device_set_ps_resource_view(device->wined3d_device, i, NULL); + } + for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) + { + wined3d_device_set_ps_cb(device->wined3d_device, i, NULL); + } + for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + wined3d_device_set_stream_source(device->wined3d_device, i, NULL, 0, 0); + } + wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN); + wined3d_device_set_vertex_declaration(device->wined3d_device, NULL); + wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_UNDEFINED); + for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) + { + wined3d_device_set_rendertarget_view(device->wined3d_device, i, NULL, FALSE); + } + wined3d_device_set_depth_stencil_view(device->wined3d_device, NULL); + ID3D10Device1_OMSetDepthStencilState(iface, NULL, 0); + ID3D10Device1_OMSetBlendState(iface, NULL, blend_factor, D3D10_DEFAULT_SAMPLE_MASK); + ID3D10Device1_RSSetViewports(iface, 0, NULL); + ID3D10Device1_RSSetScissorRects(iface, 0, NULL); + ID3D10Device1_RSSetState(iface, NULL); + for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i) + { + wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0); + } + wined3d_device_set_predication(device->wined3d_device, NULL, FALSE); }
static void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device1 *iface)