/* * state block implementation * * Copyright 2002 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2005 Oliver Stieber * Copyright 2007 Stefan Dösinger for CodeWeavers * Copyright 2009 Henri Verbeet for CodeWeavers * * 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 */ /* * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice * other than GPL or LGPL is available it will apply instead, Oracle elects to use only * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where * a choice of LGPL license versions is made available with the language indicating * that LGPLv2 or any later version may be used, or where a choice of which version * of the LGPL is applied is otherwise unspecified. */ #include "config.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); /* Allocates the correct amount of space for pixel and vertex shader constants, * along with their set/changed flags on the given stateblock object */ static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object) { IWineD3DDeviceImpl *device = object->device; /* Allocate space for floating point constants */ object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * device->d3d_pshader_constantF * 4); if (!object->pixelShaderConstantF) goto fail; object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * device->d3d_pshader_constantF); if (!object->changed.pixelShaderConstantsF) goto fail; object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * device->d3d_vshader_constantF * 4); if (!object->vertexShaderConstantF) goto fail; object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * device->d3d_vshader_constantF); if (!object->changed.vertexShaderConstantsF) goto fail; object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * device->d3d_vshader_constantF); if (!object->contained_vs_consts_f) goto fail; object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * device->d3d_pshader_constantF); if (!object->contained_ps_consts_f) goto fail; return WINED3D_OK; fail: ERR("Failed to allocate memory\n"); HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF); HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF); HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF); HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF); HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f); HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f); return E_OUTOFMEMORY; } #if 0 /*unused*/ static inline void stateblock_set_bits(DWORD *map, UINT map_size) { DWORD mask = (1 << (map_size & 0x1f)) - 1; memset(map, 0xff, (map_size >> 5) * sizeof(*map)); if (mask) map[map_size >> 5] = mask; } #endif HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) { stateblock->ref = 1; stateblock->device = device; stateblock->blockType = type; return stateblock_allocate_shader_constants(stateblock); }