1 | /*
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2 | * state block implementation
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3 | *
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4 | * Copyright 2002 Raphael Junqueira
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5 | * Copyright 2004 Jason Edmeades
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6 | * Copyright 2005 Oliver Stieber
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7 | * Copyright 2007 Stefan Dösinger for CodeWeavers
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8 | * Copyright 2009 Henri Verbeet for CodeWeavers
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9 | *
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10 | * This library is free software; you can redistribute it and/or
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11 | * modify it under the terms of the GNU Lesser General Public
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12 | * License as published by the Free Software Foundation; either
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13 | * version 2.1 of the License, or (at your option) any later version.
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14 | *
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15 | * This library is distributed in the hope that it will be useful,
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16 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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17 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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18 | * Lesser General Public License for more details.
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19 | *
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20 | * You should have received a copy of the GNU Lesser General Public
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21 | * License along with this library; if not, write to the Free Software
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22 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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23 | */
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24 |
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25 | /*
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26 | * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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27 | * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
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28 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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29 | * a choice of LGPL license versions is made available with the language indicating
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30 | * that LGPLv2 or any later version may be used, or where a choice of which version
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31 | * of the LGPL is applied is otherwise unspecified.
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32 | */
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33 |
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34 | #include "config.h"
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35 | #include "wined3d_private.h"
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36 |
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37 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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38 |
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39 | /* Allocates the correct amount of space for pixel and vertex shader constants,
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40 | * along with their set/changed flags on the given stateblock object
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41 | */
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42 | static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
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43 | {
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44 | IWineD3DDeviceImpl *device = object->device;
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45 |
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46 | /* Allocate space for floating point constants */
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47 | object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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48 | sizeof(float) * device->d3d_pshader_constantF * 4);
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49 | if (!object->pixelShaderConstantF) goto fail;
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50 |
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51 | object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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52 | sizeof(BOOL) * device->d3d_pshader_constantF);
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53 | if (!object->changed.pixelShaderConstantsF) goto fail;
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54 |
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55 | object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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56 | sizeof(float) * device->d3d_vshader_constantF * 4);
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57 | if (!object->vertexShaderConstantF) goto fail;
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58 |
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59 | object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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60 | sizeof(BOOL) * device->d3d_vshader_constantF);
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61 | if (!object->changed.vertexShaderConstantsF) goto fail;
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62 |
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63 | object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
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64 | sizeof(DWORD) * device->d3d_vshader_constantF);
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65 | if (!object->contained_vs_consts_f) goto fail;
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66 |
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67 | object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
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68 | sizeof(DWORD) * device->d3d_pshader_constantF);
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69 | if (!object->contained_ps_consts_f) goto fail;
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70 |
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71 | return WINED3D_OK;
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72 |
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73 | fail:
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74 | ERR("Failed to allocate memory\n");
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75 | HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
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76 | HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
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77 | HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
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78 | HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
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79 | HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
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80 | HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
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81 | return E_OUTOFMEMORY;
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82 | }
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83 |
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84 | static inline void stateblock_set_bits(DWORD *map, UINT map_size)
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85 | {
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86 | DWORD mask = (1 << (map_size & 0x1f)) - 1;
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87 | memset(map, 0xff, (map_size >> 5) * sizeof(*map));
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88 | if (mask) map[map_size >> 5] = mask;
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89 | }
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90 |
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91 |
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92 | HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
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93 | {
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94 | stateblock->ref = 1;
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95 | stateblock->device = device;
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96 | stateblock->blockType = type;
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97 |
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98 | return stateblock_allocate_shader_constants(stateblock);
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99 | }
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