[PATCH 2/5] d3d10: Implement D3D10StateBlockMaskGetSetting().

Henri Verbeet hverbeet at codeweavers.com
Wed Nov 16 13:08:04 CST 2011


---
 dlls/d3d10/d3d10.spec     |    2 +-
 dlls/d3d10/stateblock.c   |   83 +++++++++++++++++++++++++++++++++++++++++++++
 dlls/d3d10/tests/device.c |   22 ++++++++++++
 include/d3d10effect.h     |    2 +
 4 files changed, 108 insertions(+), 1 deletions(-)

diff --git a/dlls/d3d10/d3d10.spec b/dlls/d3d10/d3d10.spec
index b507d6d..aab3822 100644
--- a/dlls/d3d10/d3d10.spec
+++ b/dlls/d3d10/d3d10.spec
@@ -24,6 +24,6 @@
 @ stdcall D3D10StateBlockMaskDisableCapture(ptr long long long)
 @ stdcall D3D10StateBlockMaskEnableAll(ptr)
 @ stdcall D3D10StateBlockMaskEnableCapture(ptr long long long)
-@ stub D3D10StateBlockMaskGetSetting
+@ stdcall D3D10StateBlockMaskGetSetting(ptr long long)
 @ stub D3D10StateBlockMaskIntersect
 @ stub D3D10StateBlockMaskUnion
diff --git a/dlls/d3d10/stateblock.c b/dlls/d3d10/stateblock.c
index 0dae718..ebc5370 100644
--- a/dlls/d3d10/stateblock.c
+++ b/dlls/d3d10/stateblock.c
@@ -144,6 +144,14 @@ HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
     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;
@@ -402,3 +410,78 @@ HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
             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;
+    }
+}
diff --git a/dlls/d3d10/tests/device.c b/dlls/d3d10/tests/device.c
index fd7a6a2..a0958c5 100644
--- a/dlls/d3d10/tests/device.c
+++ b/dlls/d3d10/tests/device.c
@@ -94,6 +94,7 @@ static void test_stateblock_mask(void)
     };
     D3D10_STATE_BLOCK_MASK mask_x, mask_y, result;
     HRESULT hr;
+    BOOL ret;
     UINT i;
 
     memset(&mask_x, 0, sizeof(mask_x));
@@ -176,6 +177,27 @@ static void test_stateblock_mask(void)
                 result.VSShaderResources[2], result.VSShaderResources[3],
                 result.VSShaderResources[4], i);
     }
+
+    result.VS = 0xff;
+    ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS, 0);
+    ok(ret == 1, "Got unexpected ret %#x.\n", ret);
+    ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS, 1);
+    ok(!ret, "Got unexpected ret %#x.\n", ret);
+    result.VS = 0xfe;
+    ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS, 0);
+    ok(!ret, "Got unexpected ret %#x.\n", ret);
+    result.VS = 0;
+    ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS, 0);
+    ok(!ret, "Got unexpected ret %#x.\n", ret);
+    memset(&result, 0xff, sizeof(result));
+    ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS_SHADER_RESOURCES, 3);
+    ok(ret == 8, "Got unexpected ret %#x.\n", ret);
+    ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS_SHADER_RESOURCES,
+            D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
+    ok(!ret, "Got unexpected ret %#x.\n", ret);
+    memset(&result, 0, sizeof(result));
+    ret = D3D10StateBlockMaskGetSetting(&result, D3D10_DST_VS_SHADER_RESOURCES, 3);
+    ok(!ret, "Got unexpected ret %#x.\n", ret);
 }
 
 START_TEST(device)
diff --git a/include/d3d10effect.h b/include/d3d10effect.h
index d9f2f5e..c39bbb2 100644
--- a/include/d3d10effect.h
+++ b/include/d3d10effect.h
@@ -840,6 +840,8 @@ HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
 HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask);
 HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
         D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count);
+BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
+        D3D10_DEVICE_STATE_TYPES state_type, UINT idx);
 
 #ifdef __cplusplus
 }
-- 
1.7.3.4




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