Henri Verbeet : d3d10: Handle rasterizer state in d3d10_effect_object_apply ().
Alexandre Julliard
julliard at winehq.org
Mon Oct 8 13:39:55 CDT 2012
Module: wine
Branch: master
Commit: 16c6e4e332d13a53c2dae0f2cc11922e0c728862
URL: http://source.winehq.org/git/wine.git/?a=commit;h=16c6e4e332d13a53c2dae0f2cc11922e0c728862
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Oct 4 23:42:14 2012 +0200
d3d10: Handle rasterizer state in d3d10_effect_object_apply().
---
dlls/d3d10/d3d10_private.h | 1 +
dlls/d3d10/effect.c | 18 +++++++++++++++++-
2 files changed, 18 insertions(+), 1 deletions(-)
diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h
index 686ff68..314faf8 100644
--- a/dlls/d3d10/d3d10_private.h
+++ b/dlls/d3d10/d3d10_private.h
@@ -74,6 +74,7 @@ struct d3d10_effect_object
enum d3d10_effect_object_type type;
union
{
+ ID3D10RasterizerState *rs;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10GeometryShader *gs;
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 1dbc634..662bfce 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -1339,6 +1339,14 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
switch (o->type)
{
+ case D3D10_EOT_RASTERIZER_STATE:
+ {
+ ID3D10EffectRasterizerVariable *rv = variable->lpVtbl->AsRasterizer(variable);
+ if (FAILED(hr = rv->lpVtbl->GetRasterizerState(rv, variable_idx, &o->object.rs)))
+ return hr;
+ break;
+ }
+
case D3D10_EOT_VERTEXSHADER:
{
ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
@@ -1369,7 +1377,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
break;
}
- case D3D10_EOT_RASTERIZER_STATE:
case D3D10_EOT_DEPTH_STENCIL_STATE:
case D3D10_EOT_BLEND_STATE:
case D3D10_EOT_STENCIL_REF:
@@ -2159,6 +2166,10 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
switch(o->type)
{
+ case D3D10_EOT_RASTERIZER_STATE:
+ ID3D10Device_RSSetState(device, o->object.rs);
+ return S_OK;
+
case D3D10_EOT_VERTEXSHADER:
ID3D10Device_VSSetShader(device, o->object.vs);
return S_OK;
@@ -2258,6 +2269,11 @@ static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
{
switch (o->type)
{
+ case D3D10_EOT_RASTERIZER_STATE:
+ if (o->object.rs)
+ ID3D10RasterizerState_Release(o->object.rs);
+ break;
+
case D3D10_EOT_VERTEXSHADER:
if (o->object.vs)
ID3D10VertexShader_Release(o->object.vs);
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