📄 stateblock.c
字号:
/*
* state block implementation
*
* Copyright 2002 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
/***************************************
* Stateblock helper functions follow
**************************************/
/** Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
*/
HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
IWineD3DStateBlockImpl *This = object;
#define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
/* Allocate space for floating point constants */
object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
WINED3D_MEMCHECK(object->pixelShaderConstantF);
object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
WINED3D_MEMCHECK(object->vertexShaderConstantF);
object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
WINED3D_MEMCHECK(object->contained_vs_consts_f);
object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
WINED3D_MEMCHECK(object->contained_ps_consts_f);
list_init(&object->set_vconstantsF);
list_init(&object->set_pconstantsF);
#undef WINED3D_MEMCHECK
return WINED3D_OK;
}
/** Copy all members of one stateblock to another */
void stateblock_savedstates_copy(
IWineD3DStateBlock* iface,
SAVEDSTATES* dest,
SAVEDSTATES* source) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
/* Single values */
dest->indices = source->indices;
dest->material = source->material;
dest->fvf = source->fvf;
dest->viewport = source->viewport;
dest->vertexDecl = source->vertexDecl;
dest->pixelShader = source->pixelShader;
dest->vertexShader = source->vertexShader;
dest->scissorRect = dest->scissorRect;
/* Fixed size arrays */
memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
/* Dynamically sized arrays */
memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
}
/** Set all members of a stateblock savedstate to the given value */
void stateblock_savedstates_set(
IWineD3DStateBlock* iface,
SAVEDSTATES* states,
BOOL value) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
/* Single values */
states->indices = value;
states->material = value;
states->fvf = value;
states->viewport = value;
states->vertexDecl = value;
states->pixelShader = value;
states->vertexShader = value;
states->scissorRect = value;
/* Fixed size arrays */
memset(states->streamSource, value, bsize * MAX_STREAMS);
memset(states->streamFreq, value, bsize * MAX_STREAMS);
memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
/* Dynamically sized arrays */
memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
}
void stateblock_copy(
IWineD3DStateBlock* destination,
IWineD3DStateBlock* source) {
int l;
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
/* IUnknown fields */
Dest->lpVtbl = This->lpVtbl;
Dest->ref = This->ref;
/* IWineD3DStateBlock information */
Dest->parent = This->parent;
Dest->wineD3DDevice = This->wineD3DDevice;
Dest->blockType = This->blockType;
/* Saved states */
stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
/* Single items */
Dest->fvf = This->fvf;
Dest->vertexDecl = This->vertexDecl;
Dest->vertexShader = This->vertexShader;
Dest->streamIsUP = This->streamIsUP;
Dest->pIndexData = This->pIndexData;
Dest->baseVertexIndex = This->baseVertexIndex;
/* Dest->lights = This->lights; */
Dest->clip_status = This->clip_status;
Dest->viewport = This->viewport;
Dest->material = This->material;
Dest->pixelShader = This->pixelShader;
Dest->glsl_program = This->glsl_program;
memcpy(&Dest->scissorRect, &This->scissorRect, sizeof(Dest->scissorRect));
/* Lights */
memset(This->activeLights, 0, sizeof(This->activeLights));
for(l = 0; l < LIGHTMAP_SIZE; l++) {
struct list *e1, *e2;
LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
list_remove(&light->entry);
HeapFree(GetProcessHeap(), 0, light);
}
LIST_FOR_EACH(e1, &This->lightMap[l]) {
PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
memcpy(light2, light, sizeof(*light));
list_add_tail(&This->lightMap[l], &light2->entry);
if(light2->glIndex != -1) This->activeLights[light2->glIndex] = light2;
}
}
/* Fixed size arrays */
memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
/* Dynamically sized arrays */
memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
}
/**********************************************************
* IWineD3DStateBlockImpl IUnknown parts follows
**********************************************************/
static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
}
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
ULONG refCount = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
return refCount;
}
static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -