[PATCH 2/4] wined3d: Remove COM from the stateblock.
Henri Verbeet
hverbeet at codeweavers.com
Fri Jan 28 13:05:41 CST 2011
---
dlls/d3d8/device.c | 22 +-
dlls/d3d9/d3d9_private.h | 4 +-
dlls/d3d9/device.c | 6 +-
dlls/d3d9/stateblock.c | 12 +-
dlls/ddraw/device.c | 20 +-
dlls/wined3d/device.c | 35 ++--
dlls/wined3d/stateblock.c | 473 +++++++++++++++++++---------------------
dlls/wined3d/wined3d.spec | 5 +
dlls/wined3d/wined3d_private.h | 6 +-
include/wine/wined3d.idl | 23 +--
10 files changed, 289 insertions(+), 317 deletions(-)
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index 73d2228..b5c5da3 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -1401,7 +1401,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_BeginStateBlock(IDirect3DDevice8 *ifa
static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(IDirect3DDevice8 *iface, DWORD *pToken)
{
IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
- IWineD3DStateBlock *stateblock;
+ struct wined3d_stateblock *stateblock;
HRESULT hr;
TRACE("iface %p, token %p.\n", iface, pToken);
@@ -1424,7 +1424,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(IDirect3DDevice8 *iface
{
ERR("Failed to create a handle\n");
wined3d_mutex_lock();
- IWineD3DStateBlock_Release(stateblock);
+ wined3d_stateblock_decref(stateblock);
wined3d_mutex_unlock();
return E_FAIL;
}
@@ -1437,8 +1437,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(IDirect3DDevice8 *iface
static HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(IDirect3DDevice8 *iface, DWORD Token)
{
- IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
- IWineD3DStateBlock *stateblock;
+ IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
+ struct wined3d_stateblock *stateblock;
HRESULT hr;
TRACE("iface %p, token %#x.\n", iface, Token);
@@ -1453,7 +1453,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(IDirect3DDevice8 *ifa
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
- hr = IWineD3DStateBlock_Apply(stateblock);
+ hr = wined3d_stateblock_apply(stateblock);
wined3d_mutex_unlock();
return hr;
@@ -1462,7 +1462,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(IDirect3DDevice8 *ifa
static HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(IDirect3DDevice8 *iface, DWORD Token)
{
IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
- IWineD3DStateBlock *stateblock;
+ struct wined3d_stateblock *stateblock;
HRESULT hr;
TRACE("iface %p, token %#x.\n", iface, Token);
@@ -1475,7 +1475,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(IDirect3DDevice8 *i
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
- hr = IWineD3DStateBlock_Capture(stateblock);
+ hr = wined3d_stateblock_capture(stateblock);
wined3d_mutex_unlock();
return hr;
@@ -1484,7 +1484,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(IDirect3DDevice8 *i
static HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(IDirect3DDevice8 *iface, DWORD Token)
{
IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
- IWineD3DStateBlock *stateblock;
+ struct wined3d_stateblock *stateblock;
TRACE("iface %p, token %#x.\n", iface, Token);
@@ -1498,7 +1498,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(IDirect3DDevice8 *if
return D3DERR_INVALIDCALL;
}
- if (IWineD3DStateBlock_Release((IUnknown *)stateblock))
+ if (wined3d_stateblock_decref(stateblock))
{
ERR("Stateblock %p has references left, this shouldn't happen.\n", stateblock);
}
@@ -1511,7 +1511,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(IDirect3DDevice8 *if
D3DSTATEBLOCKTYPE Type, DWORD *handle)
{
IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
- IWineD3DStateBlock *stateblock;
+ struct wined3d_stateblock *stateblock;
HRESULT hr;
TRACE("iface %p, type %#x, handle %p.\n", iface, Type, handle);
@@ -1540,7 +1540,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(IDirect3DDevice8 *if
{
ERR("Failed to allocate a handle.\n");
wined3d_mutex_lock();
- IWineD3DStateBlock_Release(stateblock);
+ wined3d_stateblock_decref(stateblock);
wined3d_mutex_unlock();
return E_FAIL;
}
diff --git a/dlls/d3d9/d3d9_private.h b/dlls/d3d9/d3d9_private.h
index 02f9c20..e2429d1 100644
--- a/dlls/d3d9/d3d9_private.h
+++ b/dlls/d3d9/d3d9_private.h
@@ -411,14 +411,14 @@ typedef struct IDirect3DStateBlock9Impl {
LONG ref;
/* IDirect3DStateBlock9 fields */
- IWineD3DStateBlock *wineD3DStateBlock;
+ struct wined3d_stateblock *wined3d_stateblock;
/* Parent reference */
LPDIRECT3DDEVICE9EX parentDevice;
} IDirect3DStateBlock9Impl;
HRESULT stateblock_init(IDirect3DStateBlock9Impl *stateblock, IDirect3DDevice9Impl *device,
- D3DSTATEBLOCKTYPE type, IWineD3DStateBlock *wined3d_stateblock) DECLSPEC_HIDDEN;
+ D3DSTATEBLOCKTYPE type, struct wined3d_stateblock *wined3d_stateblock) DECLSPEC_HIDDEN;
/* --------------------------- */
/* IDirect3DVertexDeclaration9 */
diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c
index ed00d67..cb75f2d 100644
--- a/dlls/d3d9/device.c
+++ b/dlls/d3d9/device.c
@@ -1533,7 +1533,7 @@ static HRESULT WINAPI IDirect3DDevice9Impl_BeginStateBlock(IDirect3DDevice9Ex *i
static HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(IDirect3DDevice9Ex *iface, IDirect3DStateBlock9 **stateblock)
{
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
- IWineD3DStateBlock *wined3d_stateblock;
+ struct wined3d_stateblock *wined3d_stateblock;
IDirect3DStateBlock9Impl *object;
HRESULT hr;
@@ -1553,7 +1553,7 @@ static HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(IDirect3DDevice9Ex *ifa
{
ERR("Failed to allocate stateblock memory.\n");
wined3d_mutex_lock();
- IWineD3DStateBlock_Release(wined3d_stateblock);
+ wined3d_stateblock_decref(wined3d_stateblock);
wined3d_mutex_unlock();
return E_OUTOFMEMORY;
}
@@ -1563,7 +1563,7 @@ static HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(IDirect3DDevice9Ex *ifa
{
WARN("Failed to initialize stateblock, hr %#x.\n", hr);
wined3d_mutex_lock();
- IWineD3DStateBlock_Release(wined3d_stateblock);
+ wined3d_stateblock_decref(wined3d_stateblock);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, object);
return hr;
diff --git a/dlls/d3d9/stateblock.c b/dlls/d3d9/stateblock.c
index 01a882e..13f2b9f 100644
--- a/dlls/d3d9/stateblock.c
+++ b/dlls/d3d9/stateblock.c
@@ -60,7 +60,7 @@ static ULONG WINAPI IDirect3DStateBlock9Impl_Release(LPDIRECT3DSTATEBLOCK9 iface
if (ref == 0) {
wined3d_mutex_lock();
- IWineD3DStateBlock_Release(This->wineD3DStateBlock);
+ wined3d_stateblock_decref(This->wined3d_stateblock);
wined3d_mutex_unlock();
IDirect3DDevice9Ex_Release(This->parentDevice);
@@ -91,7 +91,7 @@ static HRESULT WINAPI IDirect3DStateBlock9Impl_Capture(LPDIRECT3DSTATEBLOCK9 ifa
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
- hr = IWineD3DStateBlock_Capture(This->wineD3DStateBlock);
+ hr = wined3d_stateblock_capture(This->wined3d_stateblock);
wined3d_mutex_unlock();
return hr;
@@ -104,7 +104,7 @@ static HRESULT WINAPI IDirect3DStateBlock9Impl_Apply(LPDIRECT3DSTATEBLOCK9 iface
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
- hr = IWineD3DStateBlock_Apply(This->wineD3DStateBlock);
+ hr = wined3d_stateblock_apply(This->wined3d_stateblock);
wined3d_mutex_unlock();
return hr;
@@ -124,7 +124,7 @@ static const IDirect3DStateBlock9Vtbl Direct3DStateBlock9_Vtbl =
};
HRESULT stateblock_init(IDirect3DStateBlock9Impl *stateblock, IDirect3DDevice9Impl *device,
- D3DSTATEBLOCKTYPE type, IWineD3DStateBlock *wined3d_stateblock)
+ D3DSTATEBLOCKTYPE type, struct wined3d_stateblock *wined3d_stateblock)
{
HRESULT hr;
@@ -133,13 +133,13 @@ HRESULT stateblock_init(IDirect3DStateBlock9Impl *stateblock, IDirect3DDevice9Im
if (wined3d_stateblock)
{
- stateblock->wineD3DStateBlock = wined3d_stateblock;
+ stateblock->wined3d_stateblock = wined3d_stateblock;
}
else
{
wined3d_mutex_lock();
hr = IWineD3DDevice_CreateStateBlock(device->WineD3DDevice,
- (WINED3DSTATEBLOCKTYPE)type, &stateblock->wineD3DStateBlock);
+ (WINED3DSTATEBLOCKTYPE)type, &stateblock->wined3d_stateblock);
wined3d_mutex_unlock();
if (FAILED(hr))
{
diff --git a/dlls/ddraw/device.c b/dlls/ddraw/device.c
index 8df579f..217ca4e 100644
--- a/dlls/ddraw/device.c
+++ b/dlls/ddraw/device.c
@@ -5484,7 +5484,7 @@ IDirect3DDeviceImpl_7_EndStateBlock(IDirect3DDevice7 *iface,
DWORD *BlockHandle)
{
IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
- IWineD3DStateBlock *wined3d_sb;
+ struct wined3d_stateblock *wined3d_sb;
HRESULT hr;
DWORD h;
@@ -5511,7 +5511,7 @@ IDirect3DDeviceImpl_7_EndStateBlock(IDirect3DDevice7 *iface,
if (h == DDRAW_INVALID_HANDLE)
{
ERR("Failed to allocate a stateblock handle.\n");
- IWineD3DStateBlock_Release(wined3d_sb);
+ wined3d_stateblock_decref(wined3d_sb);
LeaveCriticalSection(&ddraw_cs);
*BlockHandle = 0;
return DDERR_OUTOFMEMORY;
@@ -5617,7 +5617,7 @@ IDirect3DDeviceImpl_7_ApplyStateBlock(IDirect3DDevice7 *iface,
DWORD BlockHandle)
{
IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
- IWineD3DStateBlock *wined3d_sb;
+ struct wined3d_stateblock *wined3d_sb;
HRESULT hr;
TRACE("iface %p, stateblock %#x.\n", iface, BlockHandle);
@@ -5632,7 +5632,7 @@ IDirect3DDeviceImpl_7_ApplyStateBlock(IDirect3DDevice7 *iface,
return D3DERR_INVALIDSTATEBLOCK;
}
- hr = IWineD3DStateBlock_Apply(wined3d_sb);
+ hr = wined3d_stateblock_apply(wined3d_sb);
LeaveCriticalSection(&ddraw_cs);
return hr_ddraw_from_wined3d(hr);
@@ -5680,7 +5680,7 @@ IDirect3DDeviceImpl_7_CaptureStateBlock(IDirect3DDevice7 *iface,
DWORD BlockHandle)
{
IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
- IWineD3DStateBlock *wined3d_sb;
+ struct wined3d_stateblock *wined3d_sb;
HRESULT hr;
TRACE("iface %p, stateblock %#x.\n", iface, BlockHandle);
@@ -5695,7 +5695,7 @@ IDirect3DDeviceImpl_7_CaptureStateBlock(IDirect3DDevice7 *iface,
return D3DERR_INVALIDSTATEBLOCK;
}
- hr = IWineD3DStateBlock_Capture(wined3d_sb);
+ hr = wined3d_stateblock_capture(wined3d_sb);
LeaveCriticalSection(&ddraw_cs);
return hr_ddraw_from_wined3d(hr);
}
@@ -5741,7 +5741,7 @@ IDirect3DDeviceImpl_7_DeleteStateBlock(IDirect3DDevice7 *iface,
DWORD BlockHandle)
{
IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
- IWineD3DStateBlock *wined3d_sb;
+ struct wined3d_stateblock *wined3d_sb;
ULONG ref;
TRACE("iface %p, stateblock %#x.\n", iface, BlockHandle);
@@ -5756,7 +5756,7 @@ IDirect3DDeviceImpl_7_DeleteStateBlock(IDirect3DDevice7 *iface,
return D3DERR_INVALIDSTATEBLOCK;
}
- if ((ref = IWineD3DStateBlock_Release(wined3d_sb)))
+ if ((ref = wined3d_stateblock_decref(wined3d_sb)))
{
ERR("Something is still holding stateblock %p (refcount %u).\n", wined3d_sb, ref);
}
@@ -5808,7 +5808,7 @@ IDirect3DDeviceImpl_7_CreateStateBlock(IDirect3DDevice7 *iface,
DWORD *BlockHandle)
{
IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
- IWineD3DStateBlock *wined3d_sb;
+ struct wined3d_stateblock *wined3d_sb;
HRESULT hr;
DWORD h;
@@ -5840,7 +5840,7 @@ IDirect3DDeviceImpl_7_CreateStateBlock(IDirect3DDevice7 *iface,
if (h == DDRAW_INVALID_HANDLE)
{
ERR("Failed to allocate stateblock handle.\n");
- IWineD3DStateBlock_Release(wined3d_sb);
+ wined3d_stateblock_decref(wined3d_sb);
LeaveCriticalSection(&ddraw_cs);
return DDERR_OUTOFMEMORY;
}
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index d5ae431..0d45b8b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1894,7 +1894,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
}
TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
This->updateStateBlock = This->stateBlock;
- IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
+ wined3d_stateblock_incref(This->updateStateBlock);
This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*This->render_targets) * gl_info->limits.buffers);
@@ -2052,8 +2052,9 @@ err_out:
if(swapchain) {
IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
}
- if(This->stateBlock) {
- IWineD3DStateBlock_Release((IWineD3DStateBlock *) This->stateBlock);
+ if (This->stateBlock)
+ {
+ wined3d_stateblock_decref(This->stateBlock);
This->stateBlock = NULL;
}
if (This->blit_priv) {
@@ -2175,22 +2176,20 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
}
/* Release the update stateblock */
- if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
- if(This->updateStateBlock != This->stateBlock)
- FIXME("(%p) Something's still holding the Update stateblock\n",This);
+ if (wined3d_stateblock_decref(This->updateStateBlock))
+ {
+ if (This->updateStateBlock != This->stateBlock)
+ FIXME("Something's still holding the update stateblock.\n");
}
This->updateStateBlock = NULL;
- { /* because were not doing proper internal refcounts releasing the primary state block
- causes recursion with the extra checks in ResourceReleased, to avoid this we have
- to set this->stateBlock = NULL; first */
- IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
+ {
+ struct wined3d_stateblock *stateblock = This->stateBlock;
This->stateBlock = NULL;
/* Release the stateblock */
- if(IWineD3DStateBlock_Release(stateBlock) > 0){
- FIXME("(%p) Something's still holding the Update stateblock\n",This);
- }
+ if (wined3d_stateblock_decref(stateblock))
+ FIXME("Something's still holding the stateblock.\n");
}
/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
@@ -4650,7 +4649,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface)
hr = IWineD3DDeviceImpl_CreateStateBlock(iface, WINED3DSBT_RECORDED, &stateblock);
if (FAILED(hr)) return hr;
- IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
+ wined3d_stateblock_decref(This->updateStateBlock);
This->updateStateBlock = (IWineD3DStateBlockImpl *)stateblock;
This->isRecordingState = TRUE;
@@ -4674,7 +4673,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
*ppStateBlock = (IWineD3DStateBlock*) object;
This->isRecordingState = FALSE;
This->updateStateBlock = This->stateBlock;
- IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
+ wined3d_stateblock_incref(This->updateStateBlock);
/* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
return WINED3D_OK;
@@ -6404,8 +6403,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice *iface,
IWineD3DDevice_SetDepthStencilSurface(iface, NULL);
TRACE("Resetting stateblock\n");
- IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock);
- IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
+ wined3d_stateblock_decref(This->updateStateBlock);
+ wined3d_stateblock_decref(This->stateBlock);
delete_opengl_contexts(This, swapchain);
@@ -6526,7 +6525,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice *iface,
if (FAILED(hr)) ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
else TRACE("Created stateblock %p\n", This->stateBlock);
This->updateStateBlock = This->stateBlock;
- IWineD3DStateBlock_AddRef((IWineD3DStateBlock *)This->updateStateBlock);
+ wined3d_stateblock_incref(This->updateStateBlock);
stateblock_init_default_state(This->stateBlock);
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index de8ee8e..4384f6a 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -457,53 +457,37 @@ static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct li
}
}
-/**********************************************************
- * IWineD3DStateBlockImpl IUnknown parts follows
- **********************************************************/
-static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
+ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
{
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
- if (IsEqualGUID(riid, &IID_IUnknown)
- || IsEqualGUID(riid, &IID_IWineD3DStateBlock))
- {
- IUnknown_AddRef(iface);
- *ppobj = This;
- return S_OK;
- }
- *ppobj = NULL;
- return E_NOINTERFACE;
-}
+ ULONG refcount = InterlockedIncrement(&stateblock->ref);
-static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- ULONG refCount = InterlockedIncrement(&This->ref);
+ TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
- TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
- return refCount;
+ return refcount;
}
-static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- ULONG refCount = InterlockedDecrement(&This->ref);
+ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
+{
+ ULONG refcount = InterlockedDecrement(&stateblock->ref);
- TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
+ TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
- if (!refCount) {
+ if (!refcount)
+ {
int counter;
- if (This->state.vertex_declaration)
- IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
+ if (stateblock->state.vertex_declaration)
+ IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)stateblock->state.vertex_declaration);
for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
{
- if (This->state.textures[counter])
- IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[counter]);
+ if (stateblock->state.textures[counter])
+ IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)stateblock->state.textures[counter]);
}
for (counter = 0; counter < MAX_STREAMS; ++counter)
{
- struct wined3d_buffer *buffer = This->state.streams[counter].buffer;
+ struct wined3d_buffer *buffer = stateblock->state.streams[counter].buffer;
if (buffer)
{
if (IWineD3DBuffer_Release((IWineD3DBuffer *)buffer))
@@ -512,13 +496,17 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
}
}
}
- if (This->state.index_buffer) IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
- if (This->state.vertex_shader) IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
- if (This->state.pixel_shader) IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
-
- for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
+ if (stateblock->state.index_buffer)
+ IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.index_buffer);
+ if (stateblock->state.vertex_shader)
+ IWineD3DVertexShader_Release((IWineD3DVertexShader *)stateblock->state.vertex_shader);
+ if (stateblock->state.pixel_shader)
+ IWineD3DPixelShader_Release((IWineD3DPixelShader *)stateblock->state.pixel_shader);
+
+ for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
+ {
struct list *e1, *e2;
- LIST_FOR_EACH_SAFE(e1, e2, &This->state.light_map[counter])
+ LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter])
{
struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
list_remove(&light->entry);
@@ -526,15 +514,16 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
}
}
- HeapFree(GetProcessHeap(), 0, This->state.vs_consts_f);
- HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
- HeapFree(GetProcessHeap(), 0, This->state.ps_consts_f);
- HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
- HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
- HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
- HeapFree(GetProcessHeap(), 0, This);
+ HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f);
+ HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
+ HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f);
+ HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
+ HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
+ HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
+ HeapFree(GetProcessHeap(), 0, stateblock);
}
- return refCount;
+
+ return refcount;
}
static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
@@ -594,33 +583,32 @@ static void wined3d_state_record_lights(struct wined3d_state *dst_state, const s
}
}
-static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
+HRESULT CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
{
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- const struct wined3d_state *src_state = &This->device->stateBlock->state;
+ const struct wined3d_state *src_state = &stateblock->device->stateBlock->state;
unsigned int i;
DWORD map;
- TRACE("iface %p.\n", iface);
+ TRACE("stateblock %p.\n", stateblock);
TRACE("Capturing state %p.\n", src_state);
- if (This->changed.vertexShader && This->state.vertex_shader != src_state->vertex_shader)
+ if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
{
TRACE("Updating vertex shader from %p to %p\n",
- This->state.vertex_shader, src_state->vertex_shader);
+ stateblock->state.vertex_shader, src_state->vertex_shader);
if (src_state->vertex_shader)
IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)src_state->vertex_shader);
- if (This->state.vertex_shader)
- IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
- This->state.vertex_shader = src_state->vertex_shader;
+ if (stateblock->state.vertex_shader)
+ IWineD3DVertexShader_Release((IWineD3DVertexShader *)stateblock->state.vertex_shader);
+ stateblock->state.vertex_shader = src_state->vertex_shader;
}
- /* Vertex Shader Float Constants */
- for (i = 0; i < This->num_contained_vs_consts_f; ++i)
+ /* Vertex shader float constants. */
+ for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
{
- unsigned int idx = This->contained_vs_consts_f[i];
+ unsigned int idx = stateblock->contained_vs_consts_f[i];
TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
src_state->vs_consts_f[idx * 4 + 0],
@@ -628,16 +616,16 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
src_state->vs_consts_f[idx * 4 + 2],
src_state->vs_consts_f[idx * 4 + 3]);
- This->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
- This->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
- This->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
- This->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
+ stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
+ stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
+ stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
+ stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
}
- /* Vertex Shader Integer Constants */
- for (i = 0; i < This->num_contained_vs_consts_i; ++i)
+ /* Vertex shader integer constants. */
+ for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
{
- unsigned int idx = This->contained_vs_consts_i[i];
+ unsigned int idx = stateblock->contained_vs_consts_i[i];
TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
src_state->vs_consts_i[idx * 4 + 0],
@@ -645,27 +633,27 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
src_state->vs_consts_i[idx * 4 + 2],
src_state->vs_consts_i[idx * 4 + 3]);
- This->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
- This->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
- This->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
- This->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
+ stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
+ stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
+ stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
+ stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
}
- /* Vertex Shader Boolean Constants */
- for (i = 0; i < This->num_contained_vs_consts_b; ++i)
+ /* Vertex shader boolean constants. */
+ for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
{
- unsigned int idx = This->contained_vs_consts_b[i];
+ unsigned int idx = stateblock->contained_vs_consts_b[i];
TRACE("Setting vs_consts_b[%u] to %s.\n",
idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
- This->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
+ stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
}
- /* Pixel Shader Float Constants */
- for (i = 0; i < This->num_contained_ps_consts_f; ++i)
+ /* Pixel shader float constants. */
+ for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
{
- unsigned int idx = This->contained_ps_consts_f[i];
+ unsigned int idx = stateblock->contained_ps_consts_f[i];
TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
src_state->ps_consts_f[idx * 4 + 0],
@@ -673,210 +661,212 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
src_state->ps_consts_f[idx * 4 + 2],
src_state->ps_consts_f[idx * 4 + 3]);
- This->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
- This->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
- This->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
- This->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
+ stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
+ stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
+ stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
+ stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
}
- /* Pixel Shader Integer Constants */
- for (i = 0; i < This->num_contained_ps_consts_i; ++i)
+ /* Pixel shader integer constants. */
+ for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
{
- unsigned int idx = This->contained_ps_consts_i[i];
+ unsigned int idx = stateblock->contained_ps_consts_i[i];
TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
src_state->ps_consts_i[idx * 4 + 0],
src_state->ps_consts_i[idx * 4 + 1],
src_state->ps_consts_i[idx * 4 + 2],
src_state->ps_consts_i[idx * 4 + 3]);
- This->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
- This->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
- This->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
- This->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
+ stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
+ stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
+ stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
+ stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
}
- /* Pixel Shader Boolean Constants */
- for (i = 0; i < This->num_contained_ps_consts_b; ++i)
+ /* Pixel shader boolean constants. */
+ for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
{
- unsigned int idx = This->contained_ps_consts_b[i];
+ unsigned int idx = stateblock->contained_ps_consts_b[i];
TRACE("Setting ps_consts_b[%u] to %s.\n",
idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
- This->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
+ stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
}
/* Others + Render & Texture */
- for (i = 0; i < This->num_contained_transform_states; ++i)
+ for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{
- WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
+ WINED3DTRANSFORMSTATETYPE transform = stateblock->contained_transform_states[i];
TRACE("Updating transform %#x.\n", transform);
- This->state.transforms[transform] = src_state->transforms[transform];
+ stateblock->state.transforms[transform] = src_state->transforms[transform];
}
- if (This->changed.primitive_type)
- This->state.gl_primitive_type = src_state->gl_primitive_type;
+ if (stateblock->changed.primitive_type)
+ stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
- if (This->changed.indices
- && ((This->state.index_buffer != src_state->index_buffer)
- || (This->state.base_vertex_index != src_state->base_vertex_index)
- || (This->state.index_format != src_state->index_format)))
+ if (stateblock->changed.indices
+ && ((stateblock->state.index_buffer != src_state->index_buffer)
+ || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
+ || (stateblock->state.index_format != src_state->index_format)))
{
TRACE("Updating index buffer to %p, base vertex index to %d.\n",
src_state->index_buffer, src_state->base_vertex_index);
if (src_state->index_buffer)
IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->index_buffer);
- if (This->state.index_buffer)
- IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
- This->state.index_buffer = src_state->index_buffer;
- This->state.base_vertex_index = src_state->base_vertex_index;
- This->state.index_format = src_state->index_format;
+ if (stateblock->state.index_buffer)
+ IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.index_buffer);
+ stateblock->state.index_buffer = src_state->index_buffer;
+ stateblock->state.base_vertex_index = src_state->base_vertex_index;
+ stateblock->state.index_format = src_state->index_format;
}
- if (This->changed.vertexDecl && This->state.vertex_declaration != src_state->vertex_declaration)
+ if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
{
TRACE("Updating vertex declaration from %p to %p.\n",
- This->state.vertex_declaration, src_state->vertex_declaration);
+ stateblock->state.vertex_declaration, src_state->vertex_declaration);
if (src_state->vertex_declaration)
IWineD3DVertexDeclaration_AddRef((IWineD3DVertexDeclaration *)src_state->vertex_declaration);
- if (This->state.vertex_declaration)
- IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
- This->state.vertex_declaration = src_state->vertex_declaration;
+ if (stateblock->state.vertex_declaration)
+ IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)stateblock->state.vertex_declaration);
+ stateblock->state.vertex_declaration = src_state->vertex_declaration;
}
- if (This->changed.material && memcmp(&src_state->material, &This->state.material, sizeof(This->state.material)))
+ if (stateblock->changed.material
+ && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
{
TRACE("Updating material.\n");
- This->state.material = src_state->material;
+ stateblock->state.material = src_state->material;
}
- if (This->changed.viewport && memcmp(&src_state->viewport, &This->state.viewport, sizeof(This->state.viewport)))
+ if (stateblock->changed.viewport
+ && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
{
TRACE("Updating viewport.\n");
- This->state.viewport = src_state->viewport;
+ stateblock->state.viewport = src_state->viewport;
}
- if (This->changed.scissorRect && memcmp(&src_state->scissor_rect,
- &This->state.scissor_rect, sizeof(This->state.scissor_rect)))
+ if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
+ &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
{
TRACE("Updating scissor rect.\n");
- This->state.scissor_rect = src_state->scissor_rect;
+ stateblock->state.scissor_rect = src_state->scissor_rect;
}
- map = This->changed.streamSource;
+ map = stateblock->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
- if (This->state.streams[i].stride != src_state->streams[i].stride
- || This->state.streams[i].buffer != src_state->streams[i].buffer)
+ if (stateblock->state.streams[i].stride != src_state->streams[i].stride
+ || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
{
TRACE("Updating stream source %u to %p, stride to %u.\n",
i, src_state->streams[i].buffer,
src_state->streams[i].stride);
- This->state.streams[i].stride = src_state->streams[i].stride;
+ stateblock->state.streams[i].stride = src_state->streams[i].stride;
if (src_state->streams[i].buffer)
IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->streams[i].buffer);
- if (This->state.streams[i].buffer)
- IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.streams[i].buffer);
- This->state.streams[i].buffer = src_state->streams[i].buffer;
+ if (stateblock->state.streams[i].buffer)
+ IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.streams[i].buffer);
+ stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
}
}
- map = This->changed.streamFreq;
+ map = stateblock->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
- if (This->state.streams[i].frequency != src_state->streams[i].frequency
- || This->state.streams[i].flags != src_state->streams[i].flags)
+ if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
+ || stateblock->state.streams[i].flags != src_state->streams[i].flags)
{
TRACE("Updating stream frequency %u to %u flags to %#x.\n",
i, src_state->streams[i].frequency, src_state->streams[i].flags);
- This->state.streams[i].frequency = src_state->streams[i].frequency;
- This->state.streams[i].flags = src_state->streams[i].flags;
+ stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
+ stateblock->state.streams[i].flags = src_state->streams[i].flags;
}
}
- map = This->changed.clipplane;
+ map = stateblock->changed.clipplane;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
- if (memcmp(src_state->clip_planes[i], This->state.clip_planes[i], sizeof(*This->state.clip_planes)))
+ if (memcmp(src_state->clip_planes[i], stateblock->state.clip_planes[i], sizeof(*stateblock->state.clip_planes)))
{
TRACE("Updating clipplane %u.\n", i);
- memcpy(This->state.clip_planes[i], src_state->clip_planes[i], sizeof(*This->state.clip_planes));
+ memcpy(stateblock->state.clip_planes[i], src_state->clip_planes[i], sizeof(*stateblock->state.clip_planes));
}
}
/* Render */
- for (i = 0; i < This->num_contained_render_states; ++i)
+ for (i = 0; i < stateblock->num_contained_render_states; ++i)
{
- WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
+ WINED3DRENDERSTATETYPE rs = stateblock->contained_render_states[i];
TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
- This->state.render_states[rs] = src_state->render_states[rs];
+ stateblock->state.render_states[rs] = src_state->render_states[rs];
}
/* Texture states */
- for (i = 0; i < This->num_contained_tss_states; ++i)
+ for (i = 0; i < stateblock->num_contained_tss_states; ++i)
{
- DWORD stage = This->contained_tss_states[i].stage;
- DWORD state = This->contained_tss_states[i].state;
+ DWORD stage = stateblock->contained_tss_states[i].stage;
+ DWORD state = stateblock->contained_tss_states[i].state;
TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
- src_state->texture_states[stage][state], This->state.texture_states[stage][state]);
+ src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
- This->state.texture_states[stage][state] = src_state->texture_states[stage][state];
+ stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
}
/* Samplers */
- map = This->changed.textures;
+ map = stateblock->changed.textures;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
TRACE("Updating texture %u to %p (was %p).\n",
- i, src_state->textures[i], This->state.textures[i]);
+ i, src_state->textures[i], stateblock->state.textures[i]);
if (src_state->textures[i])
IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)src_state->textures[i]);
- if (This->state.textures[i])
- IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[i]);
- This->state.textures[i] = src_state->textures[i];
+ if (stateblock->state.textures[i])
+ IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)stateblock->state.textures[i]);
+ stateblock->state.textures[i] = src_state->textures[i];
}
- for (i = 0; i < This->num_contained_sampler_states; ++i)
+ for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
{
- DWORD stage = This->contained_sampler_states[i].stage;
- DWORD state = This->contained_sampler_states[i].state;
+ DWORD stage = stateblock->contained_sampler_states[i].stage;
+ DWORD state = stateblock->contained_sampler_states[i].state;
TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
- src_state->sampler_states[stage][state], This->state.sampler_states[stage][state]);
+ src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
- This->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
+ stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
}
- if (This->changed.pixelShader && This->state.pixel_shader != src_state->pixel_shader)
+ if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
{
if (src_state->pixel_shader)
IWineD3DPixelShader_AddRef((IWineD3DPixelShader *)src_state->pixel_shader);
- if (This->state.pixel_shader)
- IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
- This->state.pixel_shader = src_state->pixel_shader;
+ if (stateblock->state.pixel_shader)
+ IWineD3DPixelShader_Release((IWineD3DPixelShader *)stateblock->state.pixel_shader);
+ stateblock->state.pixel_shader = src_state->pixel_shader;
}
- wined3d_state_record_lights(&This->state, src_state);
+ wined3d_state_record_lights(&stateblock->state, src_state);
TRACE("Captue done.\n");
@@ -901,142 +891,142 @@ static void apply_lights(IWineD3DDevice *device, const struct wined3d_state *sta
}
}
-static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
+HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
{
- IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
- IWineD3DDevice *device = (IWineD3DDevice *)This->device;
+ IWineD3DDevice *device = (IWineD3DDevice *)stateblock->device;
unsigned int i;
DWORD map;
- TRACE("(%p) : Applying state block %p ------------------v\n", This, device);
+ TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
+ TRACE("Blocktype: %#x.\n", stateblock->blockType);
- TRACE("Blocktype: %d\n", This->blockType);
+ if (stateblock->changed.vertexShader)
+ IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)stateblock->state.vertex_shader);
- if (This->changed.vertexShader)
- IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)This->state.vertex_shader);
-
- /* Vertex Shader Constants */
- for (i = 0; i < This->num_contained_vs_consts_f; ++i)
+ /* Vertex Shader Constants. */
+ for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
{
- IWineD3DDevice_SetVertexShaderConstantF(device, This->contained_vs_consts_f[i],
- This->state.vs_consts_f + This->contained_vs_consts_f[i] * 4, 1);
+ IWineD3DDevice_SetVertexShaderConstantF(device, stateblock->contained_vs_consts_f[i],
+ stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
}
- for (i = 0; i < This->num_contained_vs_consts_i; ++i)
+ for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
{
- IWineD3DDevice_SetVertexShaderConstantI(device, This->contained_vs_consts_i[i],
- This->state.vs_consts_i + This->contained_vs_consts_i[i] * 4, 1);
+ IWineD3DDevice_SetVertexShaderConstantI(device, stateblock->contained_vs_consts_i[i],
+ stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
}
- for (i = 0; i < This->num_contained_vs_consts_b; ++i)
+ for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
{
- IWineD3DDevice_SetVertexShaderConstantB(device, This->contained_vs_consts_b[i],
- This->state.vs_consts_b + This->contained_vs_consts_b[i], 1);
+ IWineD3DDevice_SetVertexShaderConstantB(device, stateblock->contained_vs_consts_b[i],
+ stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
}
- apply_lights(device, &This->state);
+ apply_lights(device, &stateblock->state);
- if (This->changed.pixelShader)
- IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)This->state.pixel_shader);
+ if (stateblock->changed.pixelShader)
+ IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)stateblock->state.pixel_shader);
- /* Pixel Shader Constants */
- for (i = 0; i < This->num_contained_ps_consts_f; ++i)
+ /* Pixel Shader Constants. */
+ for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
{
- IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
- This->state.ps_consts_f + This->contained_ps_consts_f[i] * 4, 1);
+ IWineD3DDevice_SetPixelShaderConstantF(device, stateblock->contained_ps_consts_f[i],
+ stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
}
- for (i = 0; i < This->num_contained_ps_consts_i; ++i)
+ for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
{
- IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
- This->state.ps_consts_i + This->contained_ps_consts_i[i] * 4, 1);
+ IWineD3DDevice_SetPixelShaderConstantI(device, stateblock->contained_ps_consts_i[i],
+ stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
}
- for (i = 0; i < This->num_contained_ps_consts_b; ++i)
+ for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
{
- IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
- This->state.ps_consts_b + This->contained_ps_consts_b[i], 1);
+ IWineD3DDevice_SetPixelShaderConstantB(device, stateblock->contained_ps_consts_b[i],
+ stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
}
- /* Render */
- for (i = 0; i < This->num_contained_render_states; ++i)
+ /* Render states. */
+ for (i = 0; i < stateblock->num_contained_render_states; ++i)
{
- IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
- This->state.render_states[This->contained_render_states[i]]);
+ IWineD3DDevice_SetRenderState(device, stateblock->contained_render_states[i],
+ stateblock->state.render_states[stateblock->contained_render_states[i]]);
}
- /* Texture states */
- for (i = 0; i < This->num_contained_tss_states; ++i)
+ /* Texture states. */
+ for (i = 0; i < stateblock->num_contained_tss_states; ++i)
{
- DWORD stage = This->contained_tss_states[i].stage;
- DWORD state = This->contained_tss_states[i].state;
+ DWORD stage = stateblock->contained_tss_states[i].stage;
+ DWORD state = stateblock->contained_tss_states[i].state;
- IWineD3DDevice_SetTextureStageState(device, stage, state, This->state.texture_states[stage][state]);
+ IWineD3DDevice_SetTextureStageState(device, stage, state, stateblock->state.texture_states[stage][state]);
}
- /* Sampler states */
- for (i = 0; i < This->num_contained_sampler_states; ++i)
+ /* Sampler states. */
+ for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
{
- DWORD stage = This->contained_sampler_states[i].stage;
- DWORD state = This->contained_sampler_states[i].state;
- DWORD value = This->state.sampler_states[stage][state];
+ DWORD stage = stateblock->contained_sampler_states[i].stage;
+ DWORD state = stateblock->contained_sampler_states[i].state;
+ DWORD value = stateblock->state.sampler_states[stage][state];
if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
IWineD3DDevice_SetSamplerState(device, stage, state, value);
}
- for (i = 0; i < This->num_contained_transform_states; ++i)
+ /* Transform states. */
+ for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{
- IWineD3DDevice_SetTransform(device, This->contained_transform_states[i],
- &This->state.transforms[This->contained_transform_states[i]]);
+ IWineD3DDevice_SetTransform(device, stateblock->contained_transform_states[i],
+ &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
}
- if (This->changed.primitive_type)
+ if (stateblock->changed.primitive_type)
{
- This->device->updateStateBlock->changed.primitive_type = TRUE;
- This->device->updateStateBlock->state.gl_primitive_type = This->state.gl_primitive_type;
+ stateblock->device->updateStateBlock->changed.primitive_type = TRUE;
+ stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type;
}
- if (This->changed.indices)
+ if (stateblock->changed.indices)
{
- IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)This->state.index_buffer, This->state.index_format);
- IWineD3DDevice_SetBaseVertexIndex(device, This->state.base_vertex_index);
+ IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)stateblock->state.index_buffer,
+ stateblock->state.index_format);
+ IWineD3DDevice_SetBaseVertexIndex(device, stateblock->state.base_vertex_index);
}
- if (This->changed.vertexDecl && This->state.vertex_declaration)
+ if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
{
- IWineD3DDevice_SetVertexDeclaration(device, (IWineD3DVertexDeclaration *)This->state.vertex_declaration);
+ IWineD3DDevice_SetVertexDeclaration(device, (IWineD3DVertexDeclaration *)stateblock->state.vertex_declaration);
}
- if (This->changed.material)
+ if (stateblock->changed.material)
{
- IWineD3DDevice_SetMaterial(device, &This->state.material);
+ IWineD3DDevice_SetMaterial(device, &stateblock->state.material);
}
- if (This->changed.viewport)
+ if (stateblock->changed.viewport)
{
- IWineD3DDevice_SetViewport(device, &This->state.viewport);
+ IWineD3DDevice_SetViewport(device, &stateblock->state.viewport);
}
- if (This->changed.scissorRect)
+ if (stateblock->changed.scissorRect)
{
- IWineD3DDevice_SetScissorRect(device, &This->state.scissor_rect);
+ IWineD3DDevice_SetScissorRect(device, &stateblock->state.scissor_rect);
}
- map = This->changed.streamSource;
+ map = stateblock->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1)
IWineD3DDevice_SetStreamSource(device, i,
- (IWineD3DBuffer *)This->state.streams[i].buffer,
- 0, This->state.streams[i].stride);
+ (IWineD3DBuffer *)stateblock->state.streams[i].buffer,
+ 0, stateblock->state.streams[i].stride);
}
- map = This->changed.streamFreq;
+ map = stateblock->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1)
IWineD3DDevice_SetStreamSourceFreq(device, i,
- This->state.streams[i].frequency | This->state.streams[i].flags);
+ stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
}
- map = This->changed.textures;
+ map = stateblock->changed.textures;
for (i = 0; map; map >>= 1, ++i)
{
DWORD stage;
@@ -1044,33 +1034,34 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
if (!(map & 1)) continue;
stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
- IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)This->state.textures[i]);
+ IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)stateblock->state.textures[i]);
}
- map = This->changed.clipplane;
+ map = stateblock->changed.clipplane;
for (i = 0; map; map >>= 1, ++i)
{
float clip[4];
if (!(map & 1)) continue;
- clip[0] = This->state.clip_planes[i][0];
- clip[1] = This->state.clip_planes[i][1];
- clip[2] = This->state.clip_planes[i][2];
- clip[3] = This->state.clip_planes[i][3];
+ clip[0] = stateblock->state.clip_planes[i][0];
+ clip[1] = stateblock->state.clip_planes[i][1];
+ clip[2] = stateblock->state.clip_planes[i][2];
+ clip[3] = stateblock->state.clip_planes[i][3];
IWineD3DDevice_SetClipPlane(device, i, clip);
}
- This->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
+ stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
for (i = 0; i < MAX_TEXTURES - 1; ++i)
{
- if (This->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
+ if (stateblock->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
{
- This->device->stateBlock->state.lowest_disabled_stage = i;
+ stateblock->device->stateBlock->state.lowest_disabled_stage = i;
break;
}
}
- TRACE("(%p) : Applied state block %p ------------------^\n", This, device);
+
+ TRACE("Applied stateblock %p.\n", stateblock);
return WINED3D_OK;
}
@@ -1326,27 +1317,11 @@ void stateblock_init_default_state(IWineD3DStateBlockImpl *stateblock)
TRACE("Done.\n");
}
-/**********************************************************
- * IWineD3DStateBlock VTbl follows
- **********************************************************/
-
-static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
-{
- /* IUnknown */
- IWineD3DStateBlockImpl_QueryInterface,
- IWineD3DStateBlockImpl_AddRef,
- IWineD3DStateBlockImpl_Release,
- /* IWineD3DStateBlock */
- IWineD3DStateBlockImpl_Capture,
- IWineD3DStateBlockImpl_Apply,
-};
-
HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
{
unsigned int i;
HRESULT hr;
- stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
stateblock->ref = 1;
stateblock->device = device;
stateblock->blockType = type;
@@ -1389,7 +1364,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
}
stateblock_init_contained_states(stateblock);
- IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
+ wined3d_stateblock_capture(stateblock);
return WINED3D_OK;
}
diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec
index c375b38..2f20f2b 100644
--- a/dlls/wined3d/wined3d.spec
+++ b/dlls/wined3d/wined3d.spec
@@ -2,3 +2,8 @@
@ stdcall WineDirect3DCreateClipper()
@ stdcall wined3d_mutex_lock()
@ stdcall wined3d_mutex_unlock()
+
+@ cdecl wined3d_stateblock_apply(ptr)
+@ cdecl wined3d_stateblock_capture(ptr)
+@ cdecl wined3d_stateblock_decref(ptr)
+@ cdecl wined3d_stateblock_incref(ptr)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 2ec621a..2693031 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -52,7 +52,8 @@
#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
-typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
+typedef struct wined3d_stateblock IWineD3DStateBlockImpl;
+typedef struct wined3d_stateblock IWineD3DStateBlock;
typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
@@ -2432,10 +2433,9 @@ struct wined3d_state
DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
};
-struct IWineD3DStateBlockImpl
+struct wined3d_stateblock
{
/* IUnknown fields */
- const IWineD3DStateBlockVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
/* IWineD3DStateBlock information */
diff --git a/include/wine/wined3d.idl b/include/wine/wined3d.idl
index 90d0a79..6d20f89 100644
--- a/include/wine/wined3d.idl
+++ b/include/wine/wined3d.idl
@@ -2110,6 +2110,7 @@ interface IWineD3DSurface;
interface IWineD3DVolume;
interface IWineD3DSwapChain;
interface IWineD3DDevice;
+struct wined3d_stateblock;
[
object,
@@ -2614,19 +2615,6 @@ interface IWineD3DVertexDeclaration : IWineD3DBase
[
object,
local,
- uuid(83b073ce-6f30-11d9-c687-00046142c14f)
-]
-interface IWineD3DStateBlock : IUnknown
-{
- HRESULT Capture(
- );
- HRESULT Apply(
- );
-}
-
-[
- object,
- local,
uuid(905ddbac-6f30-11d9-c687-00046142c14f)
]
interface IWineD3DQuery : IUnknown
@@ -2790,7 +2778,7 @@ interface IWineD3DDevice : IUnknown
);
HRESULT CreateStateBlock(
[in] WINED3DSTATEBLOCKTYPE type,
- [out] IWineD3DStateBlock **stateblock
+ [out] struct wined3d_stateblock **stateblock
);
HRESULT CreateSurface(
[in] UINT width,
@@ -3245,7 +3233,7 @@ interface IWineD3DDevice : IUnknown
HRESULT BeginStateBlock(
);
HRESULT EndStateBlock(
- [out] IWineD3DStateBlock **stateblock
+ [out] struct wined3d_stateblock **stateblock
);
HRESULT BeginScene(
);
@@ -3365,3 +3353,8 @@ IWineD3D * __stdcall WineDirect3DCreate(UINT dxVersion, void *parent);
IWineD3DClipper * __stdcall WineDirect3DCreateClipper(void);
void __stdcall wined3d_mutex_lock(void);
void __stdcall wined3d_mutex_unlock(void);
+
+HRESULT __cdecl wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock);
+HRESULT __cdecl wined3d_stateblock_capture(struct wined3d_stateblock *stateblock);
+ULONG __cdecl wined3d_stateblock_decref(struct wined3d_stateblock *stateblock);
+ULONG __cdecl wined3d_stateblock_incref(struct wined3d_stateblock *stateblock);
--
1.7.3.4
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