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Keeping these up-to-date is just super tedious and they don't really fulfill any purpose these days.
131 lines
5 KiB
C++
131 lines
5 KiB
C++
// Copyright The Mumble Developers. All rights reserved.
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// Use of this source code is governed by a BSD-style license
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// that can be found in the LICENSE file at the root of the
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// Mumble source tree or at <https://www.mumble.info/LICENSE>.
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/* Copyright (C) 2011-2013, Nye Liu <nyet@nyet.org>
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Copyright (C) 2011-2013, Kissaki <kissaki@gmx.de>
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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- Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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- Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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- Neither the name of the Mumble Developers nor the names of its
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contributors may be used to endorse or promote products derived from this
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software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "D11StateBlock.h"
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void D11CreateStateBlock(ID3D11DeviceContext *pDeviceContext, D11StateBlock **ppStateBlock) {
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*ppStateBlock = new D11StateBlock(pDeviceContext);
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}
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D11StateBlock::D11StateBlock(ID3D11DeviceContext *pDC)
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: pRasterizerState(0), uiSampleMask(0), Format(DXGI_FORMAT_UNKNOWN), Topology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED),
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pBlendState(0), pIndexBuffer(0), pInputLayout(0), uiOffset(0), pDepthStencilView(0) {
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uiNumViewports = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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ZeroMemory(pViewports, sizeof(pViewports));
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ZeroMemory(pRenderTargetViews, sizeof(pRenderTargetViews));
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ZeroMemory(fBlendFactor, sizeof(fBlendFactor));
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ZeroMemory(pVertexBuffers, sizeof(pVertexBuffers));
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ZeroMemory(uiStrides, sizeof(uiStrides));
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ZeroMemory(uiOffsets, sizeof(uiOffsets));
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pDeviceContext = pDC;
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pDeviceContext->AddRef();
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}
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D11StateBlock::~D11StateBlock() {
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ReleaseObjects();
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pDeviceContext->Release();
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}
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void D11StateBlock::Capture() {
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// Release potential references to make sure we have no leaks.
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ReleaseObjects();
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pDeviceContext->RSGetState(&pRasterizerState);
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uiNumViewports = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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pDeviceContext->RSGetViewports(&uiNumViewports, pViewports);
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pDeviceContext->OMGetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, pRenderTargetViews, &pDepthStencilView);
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pDeviceContext->OMGetBlendState(&pBlendState, fBlendFactor, &uiSampleMask);
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pDeviceContext->IAGetInputLayout(&pInputLayout);
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pDeviceContext->IAGetIndexBuffer(&pIndexBuffer, &Format, &uiOffset);
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pDeviceContext->IAGetPrimitiveTopology(&Topology);
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pDeviceContext->IAGetVertexBuffers(0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, pVertexBuffers, uiStrides,
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uiOffsets);
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}
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void D11StateBlock::Apply() {
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pDeviceContext->RSSetState(pRasterizerState);
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pDeviceContext->RSSetViewports(uiNumViewports, pViewports);
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pDeviceContext->OMSetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, pRenderTargetViews, pDepthStencilView);
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pDeviceContext->OMSetBlendState(pBlendState, fBlendFactor, uiSampleMask);
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pDeviceContext->IASetInputLayout(pInputLayout);
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pDeviceContext->IASetIndexBuffer(pIndexBuffer, Format, uiOffset);
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pDeviceContext->IASetPrimitiveTopology(Topology);
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pDeviceContext->IASetVertexBuffers(0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, pVertexBuffers, uiStrides,
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uiOffsets);
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ReleaseObjects();
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}
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/// Release state information
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void D11StateBlock::ReleaseObjects() {
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if (pRasterizerState) {
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pRasterizerState->Release();
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pRasterizerState = nullptr;
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}
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for (int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
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if (pRenderTargetViews[i]) {
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pRenderTargetViews[i]->Release();
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pRenderTargetViews[i] = nullptr;
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}
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if (pDepthStencilView) {
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pDepthStencilView->Release();
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pDepthStencilView = nullptr;
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}
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if (pBlendState) {
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pBlendState->Release();
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pBlendState = nullptr;
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}
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if (pInputLayout) {
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pInputLayout->Release();
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pInputLayout = nullptr;
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}
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if (pIndexBuffer) {
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pIndexBuffer->Release();
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pIndexBuffer = nullptr;
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}
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for (int i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
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if (pVertexBuffers[i]) {
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pVertexBuffers[i]->Release();
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pVertexBuffers[i] = nullptr;
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}
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}
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