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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