=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11: Implement d3d11_immediate_context_ClearState().
Alexandre Julliard
julliard at winehq.org
Tue May 9 17:21:01 CDT 2017
Module: wine
Branch: master
Commit: 7198cea1635b32b2082deb3e800a284cc282028e
URL: http://source.winehq.org/git/wine.git/?a=commit;h=7198cea1635b32b2082deb3e800a284cc282028e
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Tue May 9 12:51:39 2017 +0200
d3d11: Implement d3d11_immediate_context_ClearState().
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d11/device.c | 135 +++++++++++++++++++++++++++-------------------------
1 file changed, 69 insertions(+), 66 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 84a878c..4284a59 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -2404,7 +2404,74 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetConstantBuffers(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceContext *iface)
{
- FIXME("iface %p stub!\n", iface);
+ struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
+ static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ unsigned int i;
+
+ TRACE("iface %p.\n", iface);
+
+ wined3d_mutex_lock();
+ wined3d_device_set_vertex_shader(device->wined3d_device, NULL);
+ wined3d_device_set_hull_shader(device->wined3d_device, NULL);
+ wined3d_device_set_domain_shader(device->wined3d_device, NULL);
+ wined3d_device_set_geometry_shader(device->wined3d_device, NULL);
+ wined3d_device_set_pixel_shader(device->wined3d_device, NULL);
+ wined3d_device_set_compute_shader(device->wined3d_device, NULL);
+ for (i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+ {
+ wined3d_device_set_vs_sampler(device->wined3d_device, i, NULL);
+ wined3d_device_set_hs_sampler(device->wined3d_device, i, NULL);
+ wined3d_device_set_ds_sampler(device->wined3d_device, i, NULL);
+ wined3d_device_set_gs_sampler(device->wined3d_device, i, NULL);
+ wined3d_device_set_ps_sampler(device->wined3d_device, i, NULL);
+ wined3d_device_set_cs_sampler(device->wined3d_device, i, NULL);
+ }
+ for (i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+ {
+ wined3d_device_set_vs_resource_view(device->wined3d_device, i, NULL);
+ wined3d_device_set_hs_resource_view(device->wined3d_device, i, NULL);
+ wined3d_device_set_ds_resource_view(device->wined3d_device, i, NULL);
+ wined3d_device_set_gs_resource_view(device->wined3d_device, i, NULL);
+ wined3d_device_set_ps_resource_view(device->wined3d_device, i, NULL);
+ wined3d_device_set_cs_resource_view(device->wined3d_device, i, NULL);
+ }
+ for (i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+ {
+ wined3d_device_set_vs_cb(device->wined3d_device, i, NULL);
+ wined3d_device_set_hs_cb(device->wined3d_device, i, NULL);
+ wined3d_device_set_ds_cb(device->wined3d_device, i, NULL);
+ wined3d_device_set_gs_cb(device->wined3d_device, i, NULL);
+ wined3d_device_set_ps_cb(device->wined3d_device, i, NULL);
+ wined3d_device_set_cs_cb(device->wined3d_device, i, NULL);
+ }
+ for (i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
+ {
+ wined3d_device_set_stream_source(device->wined3d_device, i, NULL, 0, 0);
+ }
+ wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN, 0);
+ wined3d_device_set_vertex_declaration(device->wined3d_device, NULL);
+ wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_UNDEFINED);
+ for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
+ {
+ wined3d_device_set_rendertarget_view(device->wined3d_device, i, NULL, FALSE);
+ }
+ wined3d_device_set_depth_stencil_view(device->wined3d_device, NULL);
+ for (i = 0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; ++i)
+ {
+ wined3d_device_set_unordered_access_view(device->wined3d_device, i, NULL);
+ wined3d_device_set_cs_uav(device->wined3d_device, i, NULL);
+ }
+ ID3D11DeviceContext_OMSetDepthStencilState(iface, NULL, 0);
+ ID3D11DeviceContext_OMSetBlendState(iface, NULL, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
+ ID3D11DeviceContext_RSSetViewports(iface, 0, NULL);
+ ID3D11DeviceContext_RSSetScissorRects(iface, 0, NULL);
+ ID3D11DeviceContext_RSSetState(iface, NULL);
+ for (i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; ++i)
+ {
+ wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0);
+ }
+ wined3d_device_set_predication(device->wined3d_device, NULL, FALSE);
+ wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d11_immediate_context_Flush(ID3D11DeviceContext *iface)
@@ -4906,75 +4973,11 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateDataInterface(ID3D10Devi
static void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device1 *iface)
{
- static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
struct d3d_device *device = impl_from_ID3D10Device(iface);
- unsigned int i;
TRACE("iface %p.\n", iface);
- wined3d_mutex_lock();
- wined3d_device_set_vertex_shader(device->wined3d_device, NULL);
- for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
- {
- wined3d_device_set_vs_sampler(device->wined3d_device, i, NULL);
- }
- for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
- {
- wined3d_device_set_vs_resource_view(device->wined3d_device, i, NULL);
- }
- for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
- {
- wined3d_device_set_vs_cb(device->wined3d_device, i, NULL);
- }
- wined3d_device_set_geometry_shader(device->wined3d_device, NULL);
- for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
- {
- wined3d_device_set_gs_sampler(device->wined3d_device, i, NULL);
- }
- for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
- {
- wined3d_device_set_gs_resource_view(device->wined3d_device, i, NULL);
- }
- for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
- {
- wined3d_device_set_gs_cb(device->wined3d_device, i, NULL);
- }
- wined3d_device_set_pixel_shader(device->wined3d_device, NULL);
- for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
- {
- wined3d_device_set_ps_sampler(device->wined3d_device, i, NULL);
- }
- for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
- {
- wined3d_device_set_ps_resource_view(device->wined3d_device, i, NULL);
- }
- for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
- {
- wined3d_device_set_ps_cb(device->wined3d_device, i, NULL);
- }
- for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
- {
- wined3d_device_set_stream_source(device->wined3d_device, i, NULL, 0, 0);
- }
- wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN, 0);
- wined3d_device_set_vertex_declaration(device->wined3d_device, NULL);
- wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_UNDEFINED);
- for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
- {
- wined3d_device_set_rendertarget_view(device->wined3d_device, i, NULL, FALSE);
- }
- wined3d_device_set_depth_stencil_view(device->wined3d_device, NULL);
- ID3D10Device1_OMSetDepthStencilState(iface, NULL, 0);
- ID3D10Device1_OMSetBlendState(iface, NULL, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
- ID3D10Device1_RSSetViewports(iface, 0, NULL);
- ID3D10Device1_RSSetScissorRects(iface, 0, NULL);
- ID3D10Device1_RSSetState(iface, NULL);
- for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
- {
- wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0);
- }
- wined3d_device_set_predication(device->wined3d_device, NULL, FALSE);
- wined3d_mutex_unlock();
+ d3d11_immediate_context_ClearState(&device->immediate_context.ID3D11DeviceContext_iface);
}
static void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device1 *iface)
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