Module: wine Branch: master Commit: 92c420d449dba9f6024aec678a6c39a73d7b7479 URL: http://source.winehq.org/git/wine.git/?a=commit;h=92c420d449dba9f6024aec678a...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Wed Sep 3 07:48:19 2014 +0200
d3d10: Implement d3d10_stateblock_Apply().
---
dlls/d3d10/stateblock.c | 98 ++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 96 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d10/stateblock.c b/dlls/d3d10/stateblock.c index 11ebbdf..73d4b1b 100644 --- a/dlls/d3d10/stateblock.c +++ b/dlls/d3d10/stateblock.c @@ -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)