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/*
* 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);
}
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