[PATCH 4/5] d3d10: Add support for parsing depth/stencil states.
Henri Verbeet
hverbeet at codeweavers.com
Sun Jul 22 07:59:55 CDT 2012
---
dlls/d3d10/effect.c | 48 +++++++++++++++++++++++++++++++++++++++++++++++-
1 files changed, 47 insertions(+), 1 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index cba50e2..dabe02c 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -138,6 +138,20 @@ static const struct d3d10_effect_state_property_info property_info[] =
{0x13, "RasterizerState.ScissorEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, ScissorEnable) },
{0x14, "RasterizerState.MultisampleEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, MultisampleEnable) },
{0x15, "RasterizerState.AntialiasedLineEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, AntialiasedLineEnable) },
+ {0x16, "DepthStencilState.DepthEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthEnable) },
+ {0x17, "DepthStencilState.DepthWriteMask", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthWriteMask) },
+ {0x18, "DepthStencilState.DepthFunc", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthFunc) },
+ {0x19, "DepthStencilState.StencilEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilEnable) },
+ {0x1a, "DepthStencilState.StencilReadMask", D3D10_SVT_UINT8, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilReadMask) },
+ {0x1b, "DepthStencilState.StencilWriteMask", D3D10_SVT_UINT8, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilWriteMask) },
+ {0x1c, "DepthStencilState.FrontFaceStencilFail", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFailOp) },
+ {0x1d, "DepthStencilState.FrontFaceStencilDepthFail", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilDepthFailOp)},
+ {0x1e, "DepthStencilState.FrontFaceStencilPass", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilPassOp) },
+ {0x1f, "DepthStencilState.FrontFaceStencilFunc", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFunc) },
+ {0x20, "DepthStencilState.BackFaceStencilFail", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFailOp) },
+ {0x21, "DepthStencilState.BackFaceStencilDepthFail", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilDepthFailOp) },
+ {0x22, "DepthStencilState.BackFaceStencilPass", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilPassOp) },
+ {0x23, "DepthStencilState.BackFaceStencilFunc", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFunc) },
};
static const D3D10_RASTERIZER_DESC default_rasterizer_desc =
@@ -154,6 +168,18 @@ static const D3D10_RASTERIZER_DESC default_rasterizer_desc =
FALSE,
};
+static const D3D10_DEPTH_STENCIL_DESC default_depth_stencil_desc =
+{
+ TRUE,
+ D3D10_DEPTH_WRITE_MASK_ALL,
+ D3D10_COMPARISON_LESS,
+ FALSE,
+ D3D10_DEFAULT_STENCIL_READ_MASK,
+ D3D10_DEFAULT_STENCIL_WRITE_MASK,
+ {D3D10_STENCIL_OP_KEEP, D3D10_STENCIL_OP_KEEP, D3D10_STENCIL_OP_KEEP, D3D10_COMPARISON_ALWAYS},
+ {D3D10_STENCIL_OP_KEEP, D3D10_STENCIL_OP_KEEP, D3D10_STENCIL_OP_KEEP, D3D10_COMPARISON_ALWAYS},
+};
+
struct d3d10_effect_state_storage_info
{
D3D_SHADER_VARIABLE_TYPE id;
@@ -164,6 +190,7 @@ struct d3d10_effect_state_storage_info
static const struct d3d10_effect_state_storage_info d3d10_effect_state_storage_info[] =
{
{D3D10_SVT_RASTERIZER, sizeof(default_rasterizer_desc), &default_rasterizer_desc },
+ {D3D10_SVT_DEPTHSTENCIL, sizeof(default_depth_stencil_desc), &default_depth_stencil_desc},
};
static BOOL copy_name(const char *ptr, char **name)
@@ -1013,6 +1040,20 @@ static BOOL read_int32_value(DWORD value, D3D_SHADER_VARIABLE_TYPE in_type, INT
}
}
+static BOOL read_int8_value(DWORD value, D3D_SHADER_VARIABLE_TYPE in_type, INT8 *out_data, UINT idx)
+{
+ switch (in_type)
+ {
+ case D3D10_SVT_INT:
+ out_data[idx] = value;
+ return TRUE;
+
+ default:
+ FIXME("Unhandled in_type %#x.\n", in_type);
+ return FALSE;
+ }
+}
+
static BOOL read_value_list(const char *ptr, D3D_SHADER_VARIABLE_TYPE out_type,
UINT out_base, UINT out_size, void *out_data)
{
@@ -1049,6 +1090,11 @@ static BOOL read_value_list(const char *ptr, D3D_SHADER_VARIABLE_TYPE out_type,
return FALSE;
break;
+ case D3D10_SVT_UINT8:
+ if (!read_int8_value(value, in_type, out_data, out_idx))
+ return FALSE;
+ break;
+
default:
FIXME("Unhandled out_type %#x.\n", out_type);
return FALSE;
@@ -1502,7 +1548,6 @@ static HRESULT parse_fx10_local_variable(struct d3d10_effect_variable *v, const
}
break;
- case D3D10_SVT_DEPTHSTENCIL:
case D3D10_SVT_BLEND:
case D3D10_SVT_SAMPLER:
TRACE("SVT is a state.\n");
@@ -1521,6 +1566,7 @@ static HRESULT parse_fx10_local_variable(struct d3d10_effect_variable *v, const
}
break;
+ case D3D10_SVT_DEPTHSTENCIL:
case D3D10_SVT_RASTERIZER:
{
const struct d3d10_effect_state_storage_info *storage_info;
--
1.7.8.6
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