if (FAILED(hr))
return hr;
NineUnknown_ConvertRefToBind(NineUnknown(This->state.rt[i]));
+ nine_bind(&This->context.rt[i], This->state.rt[i]);
}
/* Initialize a dummy VBO to be used when a vertex declaration does not
This->state.scissor.miny = 0;
This->state.scissor.maxx = rt->desc.Width;
This->state.scissor.maxy = rt->desc.Height;
-
- This->state.changed.group |= NINE_STATE_VIEWPORT | NINE_STATE_SCISSOR | NINE_STATE_MULTISAMPLE;
-
- if (This->state.rt[0] &&
- (This->state.rt[0]->desc.MultiSampleType <= D3DMULTISAMPLE_NONMASKABLE) !=
- (rt->desc.MultiSampleType <= D3DMULTISAMPLE_NONMASKABLE))
- This->state.changed.group |= NINE_STATE_SAMPLE_MASK;
}
- if (This->state.rt[i] != NineSurface9(pRenderTarget)) {
- nine_bind(&This->state.rt[i], pRenderTarget);
- This->state.changed.group |= NINE_STATE_FB;
- }
+ if (This->state.rt[i] != NineSurface9(pRenderTarget))
+ nine_bind(&This->state.rt[i], pRenderTarget);
+
+ nine_context_set_render_target(This, i, rt);
return D3D_OK;
}
{
DWORD *rs = device->context.rs;
DWORD new_value = (rs[D3DRS_ZENABLE] || rs[D3DRS_STENCILENABLE]) &&
- device->state.rt[0]->desc.MultiSampleType >= 1 &&
+ device->context.rt[0]->desc.MultiSampleType >= 1 &&
rs[D3DRS_MULTISAMPLEANTIALIAS];
if (rs[NINED3DRS_MULTISAMPLE] != new_value) {
rs[NINED3DRS_MULTISAMPLE] = new_value;
struct nine_context *context = &device->context;
struct pipe_framebuffer_state *fb = &context->pipe.fb;
unsigned i;
- struct NineSurface9 *rt0 = state->rt[0];
+ struct NineSurface9 *rt0 = context->rt[0];
unsigned w = rt0->desc.Width;
unsigned h = rt0->desc.Height;
unsigned nr_samples = rt0->base.info.nr_samples;
}
for (i = 0; i < device->caps.NumSimultaneousRTs; ++i) {
- struct NineSurface9 *rt = state->rt[i];
+ struct NineSurface9 *rt = context->rt[i];
if (rt && rt->desc.Format != D3DFMT_NULL && (mask & (1 << i)) &&
rt->desc.Width == w && rt->desc.Height == h &&
pipe->set_blend_color(pipe, &color);
}
if (group & NINE_STATE_SAMPLE_MASK) {
- if (state->rt[0]->desc.MultiSampleType <= D3DMULTISAMPLE_NONMASKABLE) {
+ if (context->rt[0]->desc.MultiSampleType <= D3DMULTISAMPLE_NONMASKABLE) {
pipe->set_sample_mask(pipe, ~0);
} else {
pipe->set_sample_mask(pipe, context->rs[D3DRS_MULTISAMPLEMASK]);
}
void
+nine_context_set_render_target(struct NineDevice9 *device,
+ DWORD RenderTargetIndex,
+ struct NineSurface9 *rt)
+{
+ struct nine_state *state = &device->state;
+ struct nine_context *context = &device->context;
+ const unsigned i = RenderTargetIndex;
+
+ if (i == 0) {
+ /* viewport and scissor changes */
+ state->changed.group |= NINE_STATE_VIEWPORT | NINE_STATE_SCISSOR | NINE_STATE_MULTISAMPLE;
+
+ if (context->rt[0] &&
+ (context->rt[0]->desc.MultiSampleType <= D3DMULTISAMPLE_NONMASKABLE) !=
+ (rt->desc.MultiSampleType <= D3DMULTISAMPLE_NONMASKABLE))
+ state->changed.group |= NINE_STATE_SAMPLE_MASK;
+ }
+
+ if (context->rt[i] != rt) {
+ nine_bind(&context->rt[i], rt);
+ state->changed.group |= NINE_STATE_FB;
+ }
+}
+
+void
nine_context_apply_stateblock(struct NineDevice9 *device,
const struct nine_state *src)
{
float Z,
DWORD Stencil)
{
- const int sRGB = device->context.rs[D3DRS_SRGBWRITEENABLE] ? 1 : 0;
+ struct nine_context *context = &device->context;
+ const int sRGB = context->rs[D3DRS_SRGBWRITEENABLE] ? 1 : 0;
struct pipe_surface *cbuf, *zsbuf;
struct pipe_context *pipe = device->pipe;
struct NineSurface9 *zsbuf_surf = device->state.ds;
if (Flags & D3DCLEAR_TARGET) bufs |= PIPE_CLEAR_COLOR;
/* Ignore Z buffer if not bound */
- if (device->context.pipe.fb.zsbuf != NULL) {
+ if (context->pipe.fb.zsbuf != NULL) {
if (Flags & D3DCLEAR_ZBUFFER) bufs |= PIPE_CLEAR_DEPTH;
if (Flags & D3DCLEAR_STENCIL) bufs |= PIPE_CLEAR_STENCIL;
}
rect.y2 = device->state.viewport.Height + rect.y1;
/* Both rectangles apply, which is weird, but that's D3D9. */
- if (device->context.rs[D3DRS_SCISSORTESTENABLE]) {
+ if (context->rs[D3DRS_SCISSORTESTENABLE]) {
rect.x1 = MAX2(rect.x1, device->state.scissor.minx);
rect.y1 = MAX2(rect.y1, device->state.scissor.miny);
rect.x2 = MIN2(rect.x2, device->state.scissor.maxx);
}
}
- if (rect.x1 >= device->context.pipe.fb.width || rect.y1 >= device->context.pipe.fb.height)
+ if (rect.x1 >= context->pipe.fb.width || rect.y1 >= context->pipe.fb.height)
return;
for (i = 0; i < device->caps.NumSimultaneousRTs; ++i) {
- if (device->state.rt[i] && device->state.rt[i]->desc.Format != D3DFMT_NULL)
+ if (context->rt[i] && context->rt[i]->desc.Format != D3DFMT_NULL)
rt_mask |= 1 << i;
}
/* fast path, clears everything at once */
if (!Count &&
- (!(bufs & PIPE_CLEAR_COLOR) || (rt_mask == device->context.rt_mask)) &&
+ (!(bufs & PIPE_CLEAR_COLOR) || (rt_mask == context->rt_mask)) &&
rect.x1 == 0 && rect.y1 == 0 &&
/* Case we clear only render target. Check clear region vs rt. */
((!(bufs & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL)) &&
- rect.x2 >= device->context.pipe.fb.width &&
- rect.y2 >= device->context.pipe.fb.height) ||
+ rect.x2 >= context->pipe.fb.width &&
+ rect.y2 >= context->pipe.fb.height) ||
/* Case we clear depth buffer (and eventually rt too).
* depth buffer size is always >= rt size. Compare to clear region */
((bufs & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL)) &&
}
for (i = 0; i < device->caps.NumSimultaneousRTs; ++i) {
- rt = device->state.rt[i];
+ rt = context->rt[i];
if (!rt || rt->desc.Format == D3DFMT_NULL ||
!(bufs & PIPE_CLEAR_COLOR))
continue; /* save space, compiler should hoist this */
{
unsigned i;
+ for (i = 0; i < ARRAY_SIZE(context->rt); ++i)
+ nine_bind(&context->rt[i], NULL);
nine_bind(&context->vs, NULL);
nine_bind(&context->vdecl, NULL);
for (i = 0; i < PIPE_MAX_ATTRIBS; ++i)