From: Zebediah Figura Subject: [PATCH 1/5] wined3d: Introduce wined3d_device_apply_stateblock(). Message-Id: <20191207161108.16688-1-z.figura12@gmail.com> Date: Sat, 7 Dec 2019 10:11:04 -0600 Signed-off-by: Zebediah Figura --- dlls/wined3d/device.c | 93 +++++++++++++++++++++++++++++++++++++++ dlls/wined3d/wined3d.spec | 1 + include/wine/wined3d.h | 1 + 3 files changed, 95 insertions(+) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 0ae841d4e35..50029dfbec2 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3829,6 +3829,99 @@ struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_d return device->state.textures[stage]; } +void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device, + struct wined3d_stateblock *stateblock) +{ + const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info; + const struct wined3d_stateblock_state *state = &stateblock->stateblock_state; + unsigned int i, j; + + TRACE("device %p, stateblock %p.\n", device, stateblock); + + wined3d_stateblock_init_contained_states(stateblock); + + wined3d_device_set_vertex_shader(device, state->vs); + wined3d_device_set_pixel_shader(device, state->ps); + + for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i) + wined3d_device_set_vs_consts_f(device, i, 1, &state->vs_consts_f[i]); + for (i = 0; i < ARRAY_SIZE(state->vs_consts_i); ++i) + wined3d_device_set_vs_consts_i(device, i, 1, &state->vs_consts_i[i]); + for (i = 0; i < ARRAY_SIZE(state->vs_consts_b); ++i) + wined3d_device_set_vs_consts_b(device, i, 1, &state->vs_consts_b[i]); + + for (i = 0; i < ARRAY_SIZE(state->ps_consts_f); ++i) + wined3d_device_set_ps_consts_f(device, i, 1, &state->ps_consts_f[i]); + for (i = 0; i < ARRAY_SIZE(state->ps_consts_i); ++i) + wined3d_device_set_ps_consts_i(device, i, 1, &state->ps_consts_i[i]); + for (i = 0; i < ARRAY_SIZE(state->ps_consts_b); ++i) + wined3d_device_set_ps_consts_b(device, i, 1, &state->ps_consts_b[i]); + + for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i) + { + const struct wined3d_light_info *light; + + LIST_FOR_EACH_ENTRY(light, &state->light_state->light_map[i], struct wined3d_light_info, entry) + { + wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms); + wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1); + } + } + + for (i = 0; i < ARRAY_SIZE(state->rs); ++i) + { + if (i == WINED3D_RS_BLENDFACTOR) + { + struct wined3d_color color; + wined3d_color_from_d3dcolor(&color, state->rs[i]); + wined3d_device_set_blend_state(device, NULL, &color); + } + else + wined3d_device_set_render_state(device, i, state->rs[i]); + } + + for (i = 0; i < ARRAY_SIZE(state->texture_states); ++i) + { + for (j = 0; j < ARRAY_SIZE(state->texture_states[i]); ++j) + wined3d_device_set_texture_stage_state(device, i, j, state->texture_states[i][j]); + } + + for (i = 0; i < ARRAY_SIZE(state->sampler_states); ++i) + { + DWORD stage = i; + if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS; + for (j = 0; j < ARRAY_SIZE(state->sampler_states[j]); ++j) + wined3d_device_set_sampler_state(device, stage, j, state->sampler_states[i][j]); + } + + for (i = 0; i < ARRAY_SIZE(state->transforms); ++i) + wined3d_device_set_transform(device, i, &state->transforms[i]); + + wined3d_device_set_index_buffer(device, state->index_buffer, state->index_format, 0); + wined3d_device_set_base_vertex_index(device, state->base_vertex_index); + wined3d_device_set_vertex_declaration(device, state->vertex_declaration); + wined3d_device_set_material(device, &state->material); + wined3d_device_set_viewports(device, 1, &state->viewport); + wined3d_device_set_scissor_rects(device, 1, &state->scissor_rect); + + for (i = 0; i < ARRAY_SIZE(state->streams); ++i) + { + wined3d_device_set_stream_source(device, i, state->streams[i].buffer, + state->streams[i].offset, state->streams[i].stride); + wined3d_device_set_stream_source_freq(device, i, + state->streams[i].frequency | state->streams[i].flags); + } + + for (i = 0; i < ARRAY_SIZE(state->textures); ++i) + wined3d_device_set_texture(device, i < WINED3D_MAX_FRAGMENT_SAMPLERS ? i + : WINED3DVERTEXTEXTURESAMPLER0 + i - WINED3D_MAX_FRAGMENT_SAMPLERS, state->textures[i]); + + for (i = 0; i < ARRAY_SIZE(state->clip_planes); ++i) + wined3d_device_set_clip_plane(device, i, &state->clip_planes[i]); + + TRACE("Applied stateblock %p.\n", stateblock); +} + HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps) { TRACE("device %p, caps %p.\n", device, caps); diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec index e03c57055b7..c8ef442c72d 100644 --- a/dlls/wined3d/wined3d.spec +++ b/dlls/wined3d/wined3d.spec @@ -37,6 +37,7 @@ @ cdecl wined3d_buffer_incref(ptr) @ cdecl wined3d_device_acquire_focus_window(ptr ptr) +@ cdecl wined3d_device_apply_stateblock(ptr ptr) @ cdecl wined3d_device_begin_scene(ptr) @ cdecl wined3d_device_clear(ptr long ptr long ptr float long) @ cdecl wined3d_device_clear_rendertarget_view(ptr ptr ptr long ptr float long) diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h index 4b5d4e02f9b..a6eaaca468c 100644 --- a/include/wine/wined3d.h +++ b/include/wine/wined3d.h @@ -2287,6 +2287,7 @@ struct wined3d_resource * __cdecl wined3d_buffer_get_resource(struct wined3d_buf ULONG __cdecl wined3d_buffer_incref(struct wined3d_buffer *buffer); HRESULT __cdecl wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window); +void __cdecl wined3d_device_apply_stateblock(struct wined3d_device *device, struct wined3d_stateblock *stateblock); HRESULT __cdecl wined3d_device_begin_scene(struct wined3d_device *device); HRESULT __cdecl wined3d_device_clear(struct wined3d_device *device, DWORD rect_count, const RECT *rects, DWORD flags, const struct wined3d_color *color, float z, DWORD stencil); -- 2.23.0