[PATCH 3/4] d3d11: Use wined3d depth/stencil state objects.
Zebediah Figura
z.figura12 at gmail.com
Wed Sep 23 23:51:59 CDT 2020
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
dlls/d3d11/d3d11_private.h | 2 +-
dlls/d3d11/device.c | 23 +++++++++---
dlls/d3d11/state.c | 75 ++++++++++++++++++++++++--------------
3 files changed, 66 insertions(+), 34 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h
index cb2b9c3aedc..3248285fcda 100644
--- a/dlls/d3d11/d3d11_private.h
+++ b/dlls/d3d11/d3d11_private.h
@@ -440,6 +440,7 @@ struct d3d_depthstencil_state
LONG refcount;
struct wined3d_private_store private_store;
+ struct wined3d_depth_stencil_state *wined3d_state;
D3D11_DEPTH_STENCIL_DESC desc;
struct wine_rb_entry entry;
ID3D11Device2 *device;
@@ -549,7 +550,6 @@ struct d3d_device
struct wine_rb_tree rasterizer_states;
struct wine_rb_tree sampler_states;
- struct d3d_depthstencil_state *depth_stencil_state;
UINT stencil_ref;
};
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 2a68e025852..055e243a439 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -737,6 +737,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
const D3D11_DEPTH_STENCILOP_DESC *front, *back;
+ struct d3d_depthstencil_state *state_impl;
const D3D11_DEPTH_STENCIL_DESC *desc;
TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n",
@@ -744,14 +745,16 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
wined3d_mutex_lock();
device->stencil_ref = stencil_ref;
- if (!(device->depth_stencil_state = unsafe_impl_from_ID3D11DepthStencilState(depth_stencil_state)))
+ if (!(state_impl = unsafe_impl_from_ID3D11DepthStencilState(depth_stencil_state)))
{
+ wined3d_device_set_depth_stencil_state(device->wined3d_device, NULL);
set_default_depth_stencil_state(device->wined3d_device);
wined3d_mutex_unlock();
return;
}
- desc = &device->depth_stencil_state->desc;
+ wined3d_device_set_depth_stencil_state(device->wined3d_device, state_impl->wined3d_state);
+ desc = &state_impl->desc;
front = &desc->FrontFace;
back = &desc->BackFace;
@@ -1904,14 +1907,24 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3
ID3D11DepthStencilState **depth_stencil_state, UINT *stencil_ref)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+ struct wined3d_depth_stencil_state *wined3d_state;
+ struct d3d_depthstencil_state *state_impl;
TRACE("iface %p, depth_stencil_state %p, stencil_ref %p.\n",
iface, depth_stencil_state, stencil_ref);
- if ((*depth_stencil_state = device->depth_stencil_state
- ? &device->depth_stencil_state->ID3D11DepthStencilState_iface : NULL))
- ID3D11DepthStencilState_AddRef(*depth_stencil_state);
+ wined3d_mutex_lock();
+ if ((wined3d_state = wined3d_device_get_depth_stencil_state(device->wined3d_device)))
+ {
+ state_impl = wined3d_depth_stencil_state_get_parent(wined3d_state);
+ ID3D11DepthStencilState_AddRef(*depth_stencil_state = &state_impl->ID3D11DepthStencilState_iface);
+ }
+ else
+ {
+ *depth_stencil_state = NULL;
+ }
*stencil_ref = device->stencil_ref;
+ wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d11_immediate_context_SOGetTargets(ID3D11DeviceContext1 *iface,
diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c
index 32ef44091c4..5d4c3526595 100644
--- a/dlls/d3d11/state.c
+++ b/dlls/d3d11/state.c
@@ -493,13 +493,15 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_AddRef(ID3D11DepthStenci
TRACE("%p increasing refcount to %u.\n", state, refcount);
- return refcount;
-}
+ if (refcount == 1)
+ {
+ ID3D11Device2_AddRef(state->device);
+ wined3d_mutex_lock();
+ wined3d_depth_stencil_state_incref(state->wined3d_state);
+ wined3d_mutex_unlock();
+ }
-static void d3d_depthstencil_state_cleanup(struct d3d_depthstencil_state *state)
-{
- wined3d_private_store_cleanup(&state->private_store);
- ID3D11Device2_Release(state->device);
+ return refcount;
}
static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_Release(ID3D11DepthStencilState *iface)
@@ -511,12 +513,12 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_Release(ID3D11DepthStenc
if (!refcount)
{
- struct d3d_device *device = impl_from_ID3D11Device2(state->device);
+ ID3D11Device2 *device = state->device;
+
wined3d_mutex_lock();
- wine_rb_remove(&device->depthstencil_states, &state->entry);
- d3d_depthstencil_state_cleanup(state);
+ wined3d_depth_stencil_state_decref(state->wined3d_state);
wined3d_mutex_unlock();
- heap_free(state);
+ ID3D11Device2_Release(device);
}
return refcount;
@@ -695,23 +697,25 @@ static const struct ID3D10DepthStencilStateVtbl d3d10_depthstencil_state_vtbl =
d3d10_depthstencil_state_GetDesc,
};
-static HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device,
- const D3D11_DEPTH_STENCIL_DESC *desc)
+static void STDMETHODCALLTYPE d3d_depthstencil_state_wined3d_object_destroyed(void *parent)
{
- state->ID3D11DepthStencilState_iface.lpVtbl = &d3d11_depthstencil_state_vtbl;
- state->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl;
- state->refcount = 1;
- wined3d_private_store_init(&state->private_store);
- state->desc = *desc;
-
- ID3D11Device2_AddRef(state->device = &device->ID3D11Device2_iface);
+ struct d3d_depthstencil_state *state = parent;
+ struct d3d_device *device = impl_from_ID3D11Device2(state->device);
- return S_OK;
+ wine_rb_remove(&device->depthstencil_states, &state->entry);
+ wined3d_private_store_cleanup(&state->private_store);
+ heap_free(parent);
}
+static const struct wined3d_parent_ops d3d_depthstencil_state_wined3d_parent_ops =
+{
+ d3d_depthstencil_state_wined3d_object_destroyed,
+};
+
HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEPTH_STENCIL_DESC *desc,
struct d3d_depthstencil_state **state)
{
+ struct wined3d_depth_stencil_state_desc wined3d_desc;
struct d3d_depthstencil_state *object;
D3D11_DEPTH_STENCIL_DESC tmp_desc;
struct wine_rb_entry *entry;
@@ -775,25 +779,40 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
return E_OUTOFMEMORY;
}
- if (FAILED(hr = d3d_depthstencil_state_init(object, device, &tmp_desc)))
+ object->ID3D11DepthStencilState_iface.lpVtbl = &d3d11_depthstencil_state_vtbl;
+ object->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl;
+ object->refcount = 1;
+ wined3d_private_store_init(&object->private_store);
+ object->desc = tmp_desc;
+
+ if (wine_rb_put(&device->depthstencil_states, &tmp_desc, &object->entry) == -1)
{
- WARN("Failed to initialize depthstencil state, hr %#x.\n", hr);
+ ERR("Failed to insert depth/stencil state entry.\n");
+ wined3d_private_store_cleanup(&object->private_store);
heap_free(object);
wined3d_mutex_unlock();
- return hr;
+ return E_FAIL;
}
- if (wine_rb_put(&device->depthstencil_states, &tmp_desc, &object->entry) == -1)
+ wined3d_desc.depth = desc->DepthEnable;
+
+ /* We cannot fail after creating a wined3d_depth_stencil_state object. It
+ * would lead to double free. */
+ if (FAILED(hr = wined3d_depth_stencil_state_create(device->wined3d_device, &wined3d_desc,
+ object, &d3d_depthstencil_state_wined3d_parent_ops, &object->wined3d_state)))
{
- ERR("Failed to insert depthstencil state entry.\n");
- d3d_depthstencil_state_cleanup(object);
+ WARN("Failed to create wined3d depth/stencil state, hr %#x.\n", hr);
+ wined3d_private_store_cleanup(&object->private_store);
+ wine_rb_remove(&device->depthstencil_states, &object->entry);
heap_free(object);
wined3d_mutex_unlock();
- return E_FAIL;
+ return hr;
}
wined3d_mutex_unlock();
- TRACE("Created depthstencil state %p.\n", object);
+ ID3D11Device2_AddRef(object->device = &device->ID3D11Device2_iface);
+
+ TRACE("Created depth/stencil state %p.\n", object);
*state = object;
return S_OK;
--
2.28.0
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