diff options
Diffstat (limited to 'src/VBox/Devices/Graphics/shaderlib/stateblock.c')
-rw-r--r-- | src/VBox/Devices/Graphics/shaderlib/stateblock.c | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/shaderlib/stateblock.c b/src/VBox/Devices/Graphics/shaderlib/stateblock.c new file mode 100644 index 00000000..1507ec3a --- /dev/null +++ b/src/VBox/Devices/Graphics/shaderlib/stateblock.c @@ -0,0 +1,99 @@ +/* + * 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; +} + +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; +} + + +HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) +{ + stateblock->ref = 1; + stateblock->device = device; + stateblock->blockType = type; + + return stateblock_allocate_shader_constants(stateblock); +} |