424{
427
428 TRACE(
"iface %p.\n", iface);
429
431 ID3D10Device_VSSetShader(stateblock->
device, stateblock->
vs);
433 {
436 }
438 {
441 }
443 {
445 ID3D10Device_VSSetConstantBuffers(stateblock->
device,
i, 1, &stateblock->
vs_cbs[
i]);
446 }
447
449 ID3D10Device_GSSetShader(stateblock->
device, stateblock->
gs);
451 {
454 }
456 {
459 }
461 {
463 ID3D10Device_GSSetConstantBuffers(stateblock->
device,
i, 1, &stateblock->
gs_cbs[
i]);
464 }
465
467 ID3D10Device_PSSetShader(stateblock->
device, stateblock->
ps);
469 {
472 }
474 {
477 }
479 {
481 ID3D10Device_PSSetConstantBuffers(stateblock->
device,
i, 1, &stateblock->
ps_cbs[
i]);
482 }
483
485 {
487 ID3D10Device_IASetVertexBuffers(stateblock->
device,
i, 1, &stateblock->
vbs[
i],
489 }
491 ID3D10Device_IASetIndexBuffer(stateblock->
device, stateblock->
ib,
494 ID3D10Device_IASetInputLayout(stateblock->
device, stateblock->
il);
496 ID3D10Device_IASetPrimitiveTopology(stateblock->
device, stateblock->
topology);
497
500 stateblock->
rtvs, stateblock->
dsv);
502 ID3D10Device_OMSetDepthStencilState(stateblock->
device, stateblock->
dss, stateblock->
stencil_ref);
504 ID3D10Device_OMSetBlendState(stateblock->
device, stateblock->
bs,
506
514 ID3D10Device_RSSetState(stateblock->
device, stateblock->
rs);
515
519
522
524}
const unsigned int D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE
const unsigned int D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT
const unsigned int D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT
const unsigned int D3D10_SO_BUFFER_SLOT_COUNT
const unsigned int D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT
const unsigned int D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT
const unsigned int D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
BYTE PSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)]
BYTE GSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)]
BYTE VSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)]
BYTE GSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)]
BYTE GSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)]
BYTE IAVertexBuffers[D3D10_BYTES_FROM_BITS(D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT)]
BYTE VSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)]
BYTE PSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)]
BYTE PSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)]
BYTE VSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)]
ID3D10RasterizerState * rs
ID3D10Buffer * vbs[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]
ID3D10Buffer * gs_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]
ID3D10Buffer * so_buffers[D3D10_SO_BUFFER_SLOT_COUNT]
ID3D10Predicate * predicate
UINT vb_strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]
D3D10_PRIMITIVE_TOPOLOGY topology
UINT so_offsets[D3D10_SO_BUFFER_SLOT_COUNT]
ID3D10Buffer * vs_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]
D3D10_RECT scissor_rects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]
ID3D10RenderTargetView * rtvs[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]
ID3D10SamplerState * ps_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]
ID3D10ShaderResourceView * gs_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]
ID3D10Buffer * ps_cbs[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]
ID3D10DepthStencilView * dsv
ID3D10DepthStencilState * dss
D3D10_STATE_BLOCK_MASK mask
UINT vb_offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]
ID3D10ShaderResourceView * vs_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]
D3D10_VIEWPORT vps[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]
ID3D10SamplerState * gs_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]
ID3D10ShaderResourceView * ps_resources[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]
ID3D10GeometryShader * gs
ID3D10SamplerState * vs_samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]