Henri Verbeet : d3d10: Handle depth stencil 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: b2228834c7b8ddc5a43ed95deb39e0a0ede36ab5
URL: http://source.winehq.org/git/wine.git/?a=commit;h=b2228834c7b8ddc5a43ed95deb39e0a0ede36ab5
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Oct 4 23:42:15 2012 +0200
d3d10: Handle depth stencil state in d3d10_effect_object_apply().
---
dlls/d3d10/d3d10_private.h | 1 +
dlls/d3d10/effect.c | 21 ++++++++++++++++++++-
2 files changed, 21 insertions(+), 1 deletions(-)
diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h
index 314faf8..fc9cb41 100644
--- a/dlls/d3d10/d3d10_private.h
+++ b/dlls/d3d10/d3d10_private.h
@@ -75,6 +75,7 @@ struct d3d10_effect_object
union
{
ID3D10RasterizerState *rs;
+ ID3D10DepthStencilState *ds;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10GeometryShader *gs;
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 662bfce..4b26562 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -1347,6 +1347,14 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
break;
}
+ case D3D10_EOT_DEPTH_STENCIL_STATE:
+ {
+ ID3D10EffectDepthStencilVariable *dv = variable->lpVtbl->AsDepthStencil(variable);
+ if (FAILED(hr = dv->lpVtbl->GetDepthStencilState(dv, variable_idx, &o->object.ds)))
+ return hr;
+ break;
+ }
+
case D3D10_EOT_VERTEXSHADER:
{
ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
@@ -1377,7 +1385,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
break;
}
- case D3D10_EOT_DEPTH_STENCIL_STATE:
case D3D10_EOT_BLEND_STATE:
case D3D10_EOT_STENCIL_REF:
case D3D10_EOT_BLEND_FACTOR:
@@ -2170,6 +2177,10 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
ID3D10Device_RSSetState(device, o->object.rs);
return S_OK;
+ case D3D10_EOT_DEPTH_STENCIL_STATE:
+ ID3D10Device_OMSetDepthStencilState(device, o->object.ds, o->pass->stencil_ref);
+ return S_OK;
+
case D3D10_EOT_VERTEXSHADER:
ID3D10Device_VSSetShader(device, o->object.vs);
return S_OK;
@@ -2182,6 +2193,9 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
ID3D10Device_GSSetShader(device, o->object.gs);
return S_OK;
+ case D3D10_EOT_STENCIL_REF:
+ return S_OK;
+
default:
FIXME("Unhandled effect object type %#x.\n", o->type);
return E_FAIL;
@@ -2274,6 +2288,11 @@ static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
ID3D10RasterizerState_Release(o->object.rs);
break;
+ case D3D10_EOT_DEPTH_STENCIL_STATE:
+ if (o->object.ds)
+ ID3D10DepthStencilState_Release(o->object.ds);
+ break;
+
case D3D10_EOT_VERTEXSHADER:
if (o->object.vs)
ID3D10VertexShader_Release(o->object.vs);
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