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-rw-r--r--src/VBox/Devices/Graphics/shaderlib/stateblock.c99
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);
+}