[PATCH 1/5] d3d10: Implement D3D10StateBlockMaskEnableCapture().
Henri Verbeet
hverbeet at codeweavers.com
Wed Nov 16 13:08:03 CST 2011
---
dlls/d3d10/d3d10.spec | 2 +-
dlls/d3d10/stateblock.c | 106 +++++++++++++++++++++++++++++++++++++++++++++
dlls/d3d10/tests/device.c | 58 +++++++++++++++++--------
include/d3d10effect.h | 2 +
4 files changed, 149 insertions(+), 19 deletions(-)
diff --git a/dlls/d3d10/d3d10.spec b/dlls/d3d10/d3d10.spec
index 865ded5..b507d6d 100644
--- a/dlls/d3d10/d3d10.spec
+++ b/dlls/d3d10/d3d10.spec
@@ -23,7 +23,7 @@
@ stdcall D3D10StateBlockMaskDisableAll(ptr)
@ stdcall D3D10StateBlockMaskDisableCapture(ptr long long long)
@ stdcall D3D10StateBlockMaskEnableAll(ptr)
-@ stub D3D10StateBlockMaskEnableCapture
+@ stdcall D3D10StateBlockMaskEnableCapture(ptr long long long)
@ stub D3D10StateBlockMaskGetSetting
@ stub D3D10StateBlockMaskIntersect
@ stub D3D10StateBlockMaskUnion
diff --git a/dlls/d3d10/stateblock.c b/dlls/d3d10/stateblock.c
index 7fd2aa2..0dae718 100644
--- a/dlls/d3d10/stateblock.c
+++ b/dlls/d3d10/stateblock.c
@@ -144,6 +144,37 @@ HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
return S_OK;
}
+static HRESULT stateblock_mask_set_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
+{
+ UINT end_bit = start_bit + count;
+ BYTE start_mask = 0xff << (start_bit & 7);
+ BYTE end_mask = 0x7f >> (~end_bit & 7);
+ UINT start_idx = start_bit >> 3;
+ UINT end_idx = end_bit >> 3;
+
+ if (start_bit >= field_size || field_size - start_bit < count)
+ return E_INVALIDARG;
+
+ if (start_idx == end_idx)
+ {
+ field[start_idx] |= start_mask & end_mask;
+ return S_OK;
+ }
+
+ if (start_bit & 7)
+ {
+ field[start_idx] |= start_mask;
+ ++start_idx;
+ }
+
+ memset(&field[start_idx], 0xff, end_idx - start_idx);
+
+ if (end_bit & 7)
+ field[end_idx] |= end_mask;
+
+ return S_OK;
+}
+
static HRESULT stateblock_mask_clear_bits(BYTE *field, UINT field_size, UINT start_bit, UINT count)
{
UINT end_bit = start_bit + count;
@@ -296,3 +327,78 @@ HRESULT WINAPI D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask)
return S_OK;
}
+
+HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
+ D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count)
+{
+ TRACE("mask %p state_type %s, start_idx %u, count %u.\n",
+ mask, debug_d3d10_device_state_types(state_type), start_idx, count);
+
+ if (!mask)
+ return E_INVALIDARG;
+
+ switch (state_type)
+ {
+ case D3D10_DST_SO_BUFFERS:
+ return stateblock_mask_set_bits(&mask->SOBuffers, 1, start_idx, count);
+ case D3D10_DST_OM_RENDER_TARGETS:
+ return stateblock_mask_set_bits(&mask->OMRenderTargets, 1, start_idx, count);
+ case D3D10_DST_DEPTH_STENCIL_STATE:
+ return stateblock_mask_set_bits(&mask->OMDepthStencilState, 1, start_idx, count);
+ case D3D10_DST_BLEND_STATE:
+ return stateblock_mask_set_bits(&mask->OMBlendState, 1, start_idx, count);
+ case D3D10_DST_VS:
+ return stateblock_mask_set_bits(&mask->VS, 1, start_idx, count);
+ case D3D10_DST_VS_SAMPLERS:
+ return stateblock_mask_set_bits(mask->VSSamplers,
+ D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
+ case D3D10_DST_VS_SHADER_RESOURCES:
+ return stateblock_mask_set_bits(mask->VSShaderResources,
+ D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
+ case D3D10_DST_VS_CONSTANT_BUFFERS:
+ return stateblock_mask_set_bits(mask->VSConstantBuffers,
+ D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
+ case D3D10_DST_GS:
+ return stateblock_mask_set_bits(&mask->GS, 1, start_idx, count);
+ case D3D10_DST_GS_SAMPLERS:
+ return stateblock_mask_set_bits(mask->GSSamplers,
+ D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
+ case D3D10_DST_GS_SHADER_RESOURCES:
+ return stateblock_mask_set_bits(mask->GSShaderResources,
+ D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
+ case D3D10_DST_GS_CONSTANT_BUFFERS:
+ return stateblock_mask_set_bits(mask->GSConstantBuffers,
+ D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
+ case D3D10_DST_PS:
+ return stateblock_mask_set_bits(&mask->PS, 1, start_idx, count);
+ case D3D10_DST_PS_SAMPLERS:
+ return stateblock_mask_set_bits(mask->PSSamplers,
+ D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, start_idx, count);
+ case D3D10_DST_PS_SHADER_RESOURCES:
+ return stateblock_mask_set_bits(mask->PSShaderResources,
+ D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
+ case D3D10_DST_PS_CONSTANT_BUFFERS:
+ return stateblock_mask_set_bits(mask->PSConstantBuffers,
+ D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, start_idx, count);
+ case D3D10_DST_IA_VERTEX_BUFFERS:
+ return stateblock_mask_set_bits(mask->IAVertexBuffers,
+ D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, start_idx, count);
+ case D3D10_DST_IA_INDEX_BUFFER:
+ return stateblock_mask_set_bits(&mask->IAIndexBuffer, 1, start_idx, count);
+ case D3D10_DST_IA_INPUT_LAYOUT:
+ return stateblock_mask_set_bits(&mask->IAInputLayout, 1, start_idx, count);
+ case D3D10_DST_IA_PRIMITIVE_TOPOLOGY:
+ return stateblock_mask_set_bits(&mask->IAPrimitiveTopology, 1, start_idx, count);
+ case D3D10_DST_RS_VIEWPORTS:
+ return stateblock_mask_set_bits(&mask->RSViewports, 1, start_idx, count);
+ case D3D10_DST_RS_SCISSOR_RECTS:
+ return stateblock_mask_set_bits(&mask->RSScissorRects, 1, start_idx, count);
+ case D3D10_DST_RS_RASTERIZER_STATE:
+ return stateblock_mask_set_bits(&mask->RSRasterizerState, 1, start_idx, count);
+ case D3D10_DST_PREDICATION:
+ return stateblock_mask_set_bits(&mask->Predication, 1, start_idx, count);
+ default:
+ FIXME("Unhandled state_type %#x.\n", state_type);
+ return E_INVALIDARG;
+ }
+}
diff --git a/dlls/d3d10/tests/device.c b/dlls/d3d10/tests/device.c
index 894fd1d..fd7a6a2 100644
--- a/dlls/d3d10/tests/device.c
+++ b/dlls/d3d10/tests/device.c
@@ -70,26 +70,27 @@ static void test_stateblock_mask(void)
{
UINT start_idx;
UINT count;
- BYTE expected[5];
+ BYTE expected_disable[5];
+ BYTE expected_enable[5];
}
capture_test[] =
{
- { 8, 4, {0xff, 0xf0, 0xff, 0xff, 0xff}},
- { 9, 4, {0xff, 0xe1, 0xff, 0xff, 0xff}},
- {10, 4, {0xff, 0xc3, 0xff, 0xff, 0xff}},
- {11, 4, {0xff, 0x87, 0xff, 0xff, 0xff}},
- {12, 4, {0xff, 0x0f, 0xff, 0xff, 0xff}},
- {13, 4, {0xff, 0x1f, 0xfe, 0xff, 0xff}},
- {14, 4, {0xff, 0x3f, 0xfc, 0xff, 0xff}},
- {15, 4, {0xff, 0x7f, 0xf8, 0xff, 0xff}},
- { 8, 12, {0xff, 0x00, 0xf0, 0xff, 0xff}},
- { 9, 12, {0xff, 0x01, 0xe0, 0xff, 0xff}},
- {10, 12, {0xff, 0x03, 0xc0, 0xff, 0xff}},
- {11, 12, {0xff, 0x07, 0x80, 0xff, 0xff}},
- {12, 12, {0xff, 0x0f, 0x00, 0xff, 0xff}},
- {13, 12, {0xff, 0x1f, 0x00, 0xfe, 0xff}},
- {14, 12, {0xff, 0x3f, 0x00, 0xfc, 0xff}},
- {15, 12, {0xff, 0x7f, 0x00, 0xf8, 0xff}},
+ { 8, 4, {0xff, 0xf0, 0xff, 0xff, 0xff}, {0x00, 0x0f, 0x00, 0x00, 0x00}},
+ { 9, 4, {0xff, 0xe1, 0xff, 0xff, 0xff}, {0x00, 0x1e, 0x00, 0x00, 0x00}},
+ {10, 4, {0xff, 0xc3, 0xff, 0xff, 0xff}, {0x00, 0x3c, 0x00, 0x00, 0x00}},
+ {11, 4, {0xff, 0x87, 0xff, 0xff, 0xff}, {0x00, 0x78, 0x00, 0x00, 0x00}},
+ {12, 4, {0xff, 0x0f, 0xff, 0xff, 0xff}, {0x00, 0xf0, 0x00, 0x00, 0x00}},
+ {13, 4, {0xff, 0x1f, 0xfe, 0xff, 0xff}, {0x00, 0xe0, 0x01, 0x00, 0x00}},
+ {14, 4, {0xff, 0x3f, 0xfc, 0xff, 0xff}, {0x00, 0xc0, 0x03, 0x00, 0x00}},
+ {15, 4, {0xff, 0x7f, 0xf8, 0xff, 0xff}, {0x00, 0x80, 0x07, 0x00, 0x00}},
+ { 8, 12, {0xff, 0x00, 0xf0, 0xff, 0xff}, {0x00, 0xff, 0x0f, 0x00, 0x00}},
+ { 9, 12, {0xff, 0x01, 0xe0, 0xff, 0xff}, {0x00, 0xfe, 0x1f, 0x00, 0x00}},
+ {10, 12, {0xff, 0x03, 0xc0, 0xff, 0xff}, {0x00, 0xfc, 0x3f, 0x00, 0x00}},
+ {11, 12, {0xff, 0x07, 0x80, 0xff, 0xff}, {0x00, 0xf8, 0x7f, 0x00, 0x00}},
+ {12, 12, {0xff, 0x0f, 0x00, 0xff, 0xff}, {0x00, 0xf0, 0xff, 0x00, 0x00}},
+ {13, 12, {0xff, 0x1f, 0x00, 0xfe, 0xff}, {0x00, 0xe0, 0xff, 0x01, 0x00}},
+ {14, 12, {0xff, 0x3f, 0x00, 0xfc, 0xff}, {0x00, 0xc0, 0xff, 0x03, 0x00}},
+ {15, 12, {0xff, 0x7f, 0x00, 0xf8, 0xff}, {0x00, 0x80, 0xff, 0x07, 0x00}},
};
D3D10_STATE_BLOCK_MASK mask_x, mask_y, result;
HRESULT hr;
@@ -141,6 +142,16 @@ static void test_stateblock_mask(void)
ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
hr = D3D10StateBlockMaskDisableCapture(NULL, D3D10_DST_VS, 0, 1);
ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
+ result.VS = 0;
+ hr = D3D10StateBlockMaskEnableCapture(&result, D3D10_DST_VS, 0, 1);
+ ok(SUCCEEDED(hr), "D3D10StateBlockMaskEnableCapture failed, hr %#x.\n", hr);
+ ok(result.VS == 0x01, "Got unexpected result.VS %#x.\n", result.VS);
+ hr = D3D10StateBlockMaskEnableCapture(&result, D3D10_DST_VS, 0, 4);
+ ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
+ hr = D3D10StateBlockMaskEnableCapture(&result, D3D10_DST_VS, 1, 1);
+ ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
+ hr = D3D10StateBlockMaskEnableCapture(NULL, D3D10_DST_VS, 0, 1);
+ ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
for (i = 0; i < sizeof(capture_test) / sizeof(*capture_test); ++i)
{
memset(&result, 0xff, sizeof(result));
@@ -148,7 +159,18 @@ static void test_stateblock_mask(void)
capture_test[i].start_idx, capture_test[i].count);
ok(SUCCEEDED(hr), "D3D10StateBlockMaskDisableCapture failed, hr %#x.\n", hr);
- ok(!memcmp(result.VSShaderResources, capture_test[i].expected, 5),
+ ok(!memcmp(result.VSShaderResources, capture_test[i].expected_disable, 5),
+ "Got unexpect result.VSShaderResources[0..4] {%#x, %#x, %#x, %#x, %#x} for test %u.\n",
+ result.VSShaderResources[0], result.VSShaderResources[1],
+ result.VSShaderResources[2], result.VSShaderResources[3],
+ result.VSShaderResources[4], i);
+
+ memset(&result, 0, sizeof(result));
+ hr = D3D10StateBlockMaskEnableCapture(&result, D3D10_DST_VS_SHADER_RESOURCES,
+ capture_test[i].start_idx, capture_test[i].count);
+ ok(SUCCEEDED(hr), "D3D10StateBlockMaskEnableCapture failed, hr %#x.\n", hr);
+
+ ok(!memcmp(result.VSShaderResources, capture_test[i].expected_enable, 5),
"Got unexpect result.VSShaderResources[0..4] {%#x, %#x, %#x, %#x, %#x} for test %u.\n",
result.VSShaderResources[0], result.VSShaderResources[1],
result.VSShaderResources[2], result.VSShaderResources[3],
diff --git a/include/d3d10effect.h b/include/d3d10effect.h
index 697d1c4..d9f2f5e 100644
--- a/include/d3d10effect.h
+++ b/include/d3d10effect.h
@@ -838,6 +838,8 @@ HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask);
HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count);
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);
#ifdef __cplusplus
}
--
1.7.3.4
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