[PATCH 7/7] d3d11: Try to avoid spurious blend state FIXMEs().
Józef Kucia
jkucia at codeweavers.com
Fri Mar 24 11:14:48 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/device.c | 49 +++++++++++++++++++++++++++----------------------
1 file changed, 27 insertions(+), 22 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index d9c3a5a..515da0e 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -696,9 +696,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
if (!blend_factor)
blend_factor = default_blend_factor;
- if (blend_factor[0] != 1.0f || blend_factor[1] != 1.0f || blend_factor[2] != 1.0f || blend_factor[3] != 1.0f)
- FIXME("Ignoring blend factor %s.\n", debug_float4(blend_factor));
-
wined3d_mutex_lock();
memcpy(device->blend_factor, blend_factor, 4 * sizeof(*blend_factor));
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK, sample_mask);
@@ -718,30 +715,27 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
}
desc = &device->blend_state->desc;
- /* glSampleCoverage() */
- if (desc->AlphaToCoverageEnable)
- FIXME("Ignoring AlphaToCoverageEnable %#x.\n", desc->AlphaToCoverageEnable);
- /* glEnableIndexedEXT(GL_BLEND, ...) */
- FIXME("Per-rendertarget blend not implemented.\n");
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE,
desc->RenderTarget[0].BlendEnable);
if (desc->RenderTarget[0].BlendEnable)
{
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND,
- desc->RenderTarget[0].SrcBlend);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND,
- desc->RenderTarget[0].DestBlend);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP,
- desc->RenderTarget[0].BlendOp);
+ const D3D11_RENDER_TARGET_BLEND_DESC *d = &desc->RenderTarget[0];
+
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND, d->SrcBlend);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND, d->DestBlend);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP, d->BlendOp);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SEPARATEALPHABLENDENABLE, TRUE);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLENDALPHA,
- desc->RenderTarget[0].SrcBlendAlpha);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA,
- desc->RenderTarget[0].DestBlendAlpha);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA,
- desc->RenderTarget[0].BlendOpAlpha);
- }
- FIXME("Color mask > 3 not implemented.\n");
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLENDALPHA, d->SrcBlendAlpha);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA, d->DestBlendAlpha);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA, d->BlendOpAlpha);
+
+ if (memcmp(blend_factor, default_blend_factor, sizeof(default_blend_factor))
+ && (d->SrcBlend == D3D11_BLEND_BLEND_FACTOR || d->SrcBlend == D3D11_BLEND_INV_BLEND_FACTOR
+ || d->DestBlend == D3D11_BLEND_BLEND_FACTOR || d->DestBlend == D3D11_BLEND_INV_BLEND_FACTOR
+ || d->SrcBlendAlpha == D3D11_BLEND_BLEND_FACTOR || d->SrcBlendAlpha == D3D11_BLEND_INV_BLEND_FACTOR
+ || d->DestBlendAlpha == D3D11_BLEND_BLEND_FACTOR || d->DestBlendAlpha == D3D11_BLEND_INV_BLEND_FACTOR))
+ FIXME("Ignoring blend factor %s.\n", debug_float4(blend_factor));
+ }
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE, desc->RenderTarget[0].RenderTargetWriteMask);
wined3d_device_set_render_state(device->wined3d_device,
@@ -2643,8 +2637,19 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateBlendState(ID3D11Device *ifa
tmp_desc.RenderTarget[i].DestBlendAlpha = desc->RenderTarget[j].DestBlendAlpha;
tmp_desc.RenderTarget[i].BlendOpAlpha = desc->RenderTarget[j].BlendOpAlpha;
tmp_desc.RenderTarget[i].RenderTargetWriteMask = desc->RenderTarget[j].RenderTargetWriteMask;
+
+ if (i > 3 && tmp_desc.RenderTarget[i].RenderTargetWriteMask != D3D11_COLOR_WRITE_ENABLE_ALL)
+ FIXME("Color mask %#x not supported for render target %u.\n",
+ tmp_desc.RenderTarget[i].RenderTargetWriteMask, i);
}
+ /* glSampleCoverage() */
+ if (tmp_desc.AlphaToCoverageEnable)
+ FIXME("Ignoring AlphaToCoverageEnable %#x.\n", tmp_desc.AlphaToCoverageEnable);
+ /* glEnableIndexedEXT(GL_BLEND, ...) */
+ if (tmp_desc.IndependentBlendEnable)
+ FIXME("Per-rendertarget blend not implemented.\n");
+
wined3d_mutex_lock();
if ((entry = wine_rb_get(&device->blend_states, &tmp_desc)))
{
--
2.10.2
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