Jacek Caban : d3d11.idl: Added CD3D11_DEPTH_STENCIL_DESC declaration.

Alexandre Julliard julliard at winehq.org
Thu Jul 6 16:25:18 CDT 2017


Module: wine
Branch: master
Commit: c1e780a96d37c34e39db8a0847698ee018a1d6fd
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=c1e780a96d37c34e39db8a0847698ee018a1d6fd

Author: Jacek Caban <jacek at codeweavers.com>
Date:   Thu Jul  6 19:21:05 2017 +0200

d3d11.idl: Added CD3D11_DEPTH_STENCIL_DESC declaration.

Signed-off-by: Jacek Caban <jacek at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 include/d3d11.idl | 51 +++++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 51 insertions(+)

diff --git a/include/d3d11.idl b/include/d3d11.idl
index 5c47d83..be5b3c0 100644
--- a/include/d3d11.idl
+++ b/include/d3d11.idl
@@ -1232,6 +1232,57 @@ typedef struct D3D11_DEPTH_STENCIL_DESC
     D3D11_DEPTH_STENCILOP_DESC BackFace;
 } D3D11_DEPTH_STENCIL_DESC;
 
+cpp_quote("#if !defined( D3D11_NO_HELPERS ) && defined( __cplusplus )")
+cpp_quote("struct CD3D11_DEPTH_STENCIL_DESC : public D3D11_DEPTH_STENCIL_DESC {")
+cpp_quote("    CD3D11_DEPTH_STENCIL_DESC() {}")
+cpp_quote("    explicit CD3D11_DEPTH_STENCIL_DESC(const D3D11_DEPTH_STENCIL_DESC &other) : D3D11_DEPTH_STENCIL_DESC(other) {}")
+cpp_quote("    explicit CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT) {")
+cpp_quote("        const D3D11_DEPTH_STENCILOP_DESC default_op =")
+cpp_quote("            {D3D11_STENCIL_OP_KEEP, D3D11_STENCIL_OP_KEEP, D3D11_STENCIL_OP_KEEP, D3D11_COMPARISON_ALWAYS};")
+cpp_quote("        DepthEnable = TRUE;")
+cpp_quote("        DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;")
+cpp_quote("        DepthFunc = D3D11_COMPARISON_LESS;")
+cpp_quote("        StencilEnable = FALSE;")
+cpp_quote("        StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;")
+cpp_quote("        StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;")
+cpp_quote("        FrontFace = default_op;")
+cpp_quote("        BackFace = default_op;")
+cpp_quote("    }")
+cpp_quote("    explicit CD3D11_DEPTH_STENCIL_DESC(")
+cpp_quote("            BOOL depth_enable,")
+cpp_quote("            D3D11_DEPTH_WRITE_MASK depth_write_mask,")
+cpp_quote("            D3D11_COMPARISON_FUNC depth_func,")
+cpp_quote("            BOOL stencil_enable,")
+cpp_quote("            UINT8 stencil_read_mask,")
+cpp_quote("            UINT8 stencil_write_mask,")
+cpp_quote("            D3D11_STENCIL_OP front_stencil_fail_op,")
+cpp_quote("            D3D11_STENCIL_OP front_stencil_depth_fail_op,")
+cpp_quote("            D3D11_STENCIL_OP front_stencil_pass_op,")
+cpp_quote("            D3D11_COMPARISON_FUNC front_stencil_func,")
+cpp_quote("            D3D11_STENCIL_OP back_stencil_fail_op,")
+cpp_quote("            D3D11_STENCIL_OP back_stencil_depth_fail_op,")
+cpp_quote("            D3D11_STENCIL_OP back_stencil_pass_op,")
+cpp_quote("            D3D11_COMPARISON_FUNC back_stencil_func) {")
+cpp_quote("        DepthEnable = depth_enable;")
+cpp_quote("        DepthWriteMask = depth_write_mask;")
+cpp_quote("        DepthFunc = depth_func;")
+cpp_quote("        StencilEnable = stencil_enable;")
+cpp_quote("        StencilReadMask = stencil_read_mask;")
+cpp_quote("        StencilWriteMask = stencil_write_mask;")
+cpp_quote("        FrontFace.StencilFailOp = front_stencil_fail_op;")
+cpp_quote("        FrontFace.StencilDepthFailOp = front_stencil_depth_fail_op;")
+cpp_quote("        FrontFace.StencilPassOp = front_stencil_pass_op;")
+cpp_quote("        FrontFace.StencilFunc = front_stencil_func;")
+cpp_quote("        BackFace.StencilFailOp = back_stencil_fail_op;")
+cpp_quote("        BackFace.StencilDepthFailOp = back_stencil_depth_fail_op;")
+cpp_quote("        BackFace.StencilPassOp = back_stencil_pass_op;")
+cpp_quote("        BackFace.StencilFunc = back_stencil_func;")
+cpp_quote("    }")
+cpp_quote("    ~CD3D11_DEPTH_STENCIL_DESC() {}")
+cpp_quote("    operator const D3D11_DEPTH_STENCIL_DESC&() const { return *this; }")
+cpp_quote("};")
+cpp_quote("#endif")
+
 typedef struct D3D11_RENDER_TARGET_VIEW_DESC
 {
     DXGI_FORMAT Format;




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