[PATCH 1/5] d3d10: Implement d3d10_stateblock_Apply().
Henri Verbeet
hverbeet at codeweavers.com
Wed Sep 3 00:48:19 CDT 2014
---
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)
--
1.7.10.4
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