=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11: Introduce d3d_depthstencil_state_create() helper function.
Alexandre Julliard
julliard at winehq.org
Fri Jul 21 14:09:20 CDT 2017
Module: wine
Branch: master
Commit: 95d5d84a0909753f87324b475e1e1fa6246f91ed
URL: http://source.winehq.org/git/wine.git/?a=commit;h=95d5d84a0909753f87324b475e1e1fa6246f91ed
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Thu Jul 20 14:10:59 2017 +0200
d3d11: Introduce d3d_depthstencil_state_create() helper function.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d11/d3d11_private.h | 4 +--
dlls/d3d11/device.c | 77 ++++----------------------------------------
dlls/d3d11/state.c | 79 +++++++++++++++++++++++++++++++++++++++++++++-
3 files changed, 86 insertions(+), 74 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h
index b887ac5..8b89e6d 100644
--- a/dlls/d3d11/d3d11_private.h
+++ b/dlls/d3d11/d3d11_private.h
@@ -425,8 +425,8 @@ static inline struct d3d_depthstencil_state *impl_from_ID3D11DepthStencilState(I
return CONTAINING_RECORD(iface, struct d3d_depthstencil_state, ID3D11DepthStencilState_iface);
}
-HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device,
- const D3D11_DEPTH_STENCIL_DESC *desc) DECLSPEC_HIDDEN;
+HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEPTH_STENCIL_DESC *desc,
+ struct d3d_depthstencil_state **state) DECLSPEC_HIDDEN;
struct d3d_depthstencil_state *unsafe_impl_from_ID3D11DepthStencilState(
ID3D11DepthStencilState *iface) DECLSPEC_HIDDEN;
struct d3d_depthstencil_state *unsafe_impl_from_ID3D10DepthStencilState(
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 95783e9..e7a79e0 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -3018,76 +3018,13 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDepthStencilState(ID3D11Devi
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_depthstencil_state *object;
- D3D11_DEPTH_STENCIL_DESC tmp_desc;
- struct wine_rb_entry *entry;
HRESULT hr;
TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state);
- if (!desc)
- return E_INVALIDARG;
-
- /* D3D11_DEPTH_STENCIL_DESC has a hole, which is a problem because we use
- * it as a key in the rbtree. */
- memset(&tmp_desc, 0, sizeof(tmp_desc));
- tmp_desc.DepthEnable = desc->DepthEnable;
- if (desc->DepthEnable)
- {
- tmp_desc.DepthWriteMask = desc->DepthWriteMask;
- tmp_desc.DepthFunc = desc->DepthFunc;
- }
- else
- {
- tmp_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- tmp_desc.DepthFunc = D3D11_COMPARISON_LESS;
- }
- tmp_desc.StencilEnable = desc->StencilEnable;
- if (desc->StencilEnable)
- {
- tmp_desc.StencilReadMask = desc->StencilReadMask;
- tmp_desc.StencilWriteMask = desc->StencilWriteMask;
- tmp_desc.FrontFace = desc->FrontFace;
- tmp_desc.BackFace = desc->BackFace;
- }
- else
- {
- tmp_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
- tmp_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
- tmp_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
- tmp_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
- tmp_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- tmp_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
- tmp_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
- tmp_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
- tmp_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- tmp_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
- }
-
- wined3d_mutex_lock();
- if ((entry = wine_rb_get(&device->depthstencil_states, &tmp_desc)))
- {
- object = WINE_RB_ENTRY_VALUE(entry, struct d3d_depthstencil_state, entry);
-
- TRACE("Returning existing depthstencil state %p.\n", object);
- *depth_stencil_state = &object->ID3D11DepthStencilState_iface;
- ID3D11DepthStencilState_AddRef(*depth_stencil_state);
- wined3d_mutex_unlock();
-
- return S_OK;
- }
- wined3d_mutex_unlock();
-
- if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
- return E_OUTOFMEMORY;
-
- if (FAILED(hr = d3d_depthstencil_state_init(object, device, &tmp_desc)))
- {
- WARN("Failed to initialize depthstencil state, hr %#x.\n", hr);
- HeapFree(GetProcessHeap(), 0, object);
+ if (FAILED(hr = d3d_depthstencil_state_create(device, desc, &object)))
return hr;
- }
- TRACE("Created depthstencil state %p.\n", object);
*depth_stencil_state = &object->ID3D11DepthStencilState_iface;
return S_OK;
@@ -5385,19 +5322,17 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Devi
const D3D10_DEPTH_STENCIL_DESC *desc, ID3D10DepthStencilState **depth_stencil_state)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
- ID3D11DepthStencilState *d3d11_depth_stencil_state;
+ struct d3d_depthstencil_state *object;
HRESULT hr;
TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state);
- if (FAILED(hr = d3d11_device_CreateDepthStencilState(&device->ID3D11Device_iface,
- (const D3D11_DEPTH_STENCIL_DESC *)desc, &d3d11_depth_stencil_state)))
+ if (FAILED(hr = d3d_depthstencil_state_create(device, (const D3D11_DEPTH_STENCIL_DESC *)desc, &object)))
return hr;
- hr = ID3D11DepthStencilState_QueryInterface(d3d11_depth_stencil_state, &IID_ID3D10DepthStencilState,
- (void **)depth_stencil_state);
- ID3D11DepthStencilState_Release(d3d11_depth_stencil_state);
- return hr;
+ *depth_stencil_state = &object->ID3D10DepthStencilState_iface;
+
+ return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device1 *iface,
diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c
index be687f3..7cc35db 100644
--- a/dlls/d3d11/state.c
+++ b/dlls/d3d11/state.c
@@ -641,7 +641,7 @@ static const struct ID3D10DepthStencilStateVtbl d3d10_depthstencil_state_vtbl =
d3d10_depthstencil_state_GetDesc,
};
-HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device,
+static HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device,
const D3D11_DEPTH_STENCIL_DESC *desc)
{
state->ID3D11DepthStencilState_iface.lpVtbl = &d3d11_depthstencil_state_vtbl;
@@ -666,6 +666,83 @@ HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct
return S_OK;
}
+HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEPTH_STENCIL_DESC *desc,
+ struct d3d_depthstencil_state **state)
+{
+ struct d3d_depthstencil_state *object;
+ D3D11_DEPTH_STENCIL_DESC tmp_desc;
+ struct wine_rb_entry *entry;
+ HRESULT hr;
+
+ if (!desc)
+ return E_INVALIDARG;
+
+ /* D3D11_DEPTH_STENCIL_DESC has a hole, which is a problem because we use
+ * it as a key in the rbtree. */
+ memset(&tmp_desc, 0, sizeof(tmp_desc));
+ tmp_desc.DepthEnable = desc->DepthEnable;
+ if (desc->DepthEnable)
+ {
+ tmp_desc.DepthWriteMask = desc->DepthWriteMask;
+ tmp_desc.DepthFunc = desc->DepthFunc;
+ }
+ else
+ {
+ tmp_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ tmp_desc.DepthFunc = D3D11_COMPARISON_LESS;
+ }
+ tmp_desc.StencilEnable = desc->StencilEnable;
+ if (desc->StencilEnable)
+ {
+ tmp_desc.StencilReadMask = desc->StencilReadMask;
+ tmp_desc.StencilWriteMask = desc->StencilWriteMask;
+ tmp_desc.FrontFace = desc->FrontFace;
+ tmp_desc.BackFace = desc->BackFace;
+ }
+ else
+ {
+ tmp_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+ tmp_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+ tmp_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ tmp_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ tmp_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ tmp_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ tmp_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ tmp_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ tmp_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ tmp_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ }
+
+ wined3d_mutex_lock();
+ if ((entry = wine_rb_get(&device->depthstencil_states, &tmp_desc)))
+ {
+ object = WINE_RB_ENTRY_VALUE(entry, struct d3d_depthstencil_state, entry);
+
+ TRACE("Returning existing depthstencil state %p.\n", object);
+ ID3D11DepthStencilState_AddRef(&object->ID3D11DepthStencilState_iface);
+ *state = object;
+ wined3d_mutex_unlock();
+
+ return S_OK;
+ }
+ wined3d_mutex_unlock();
+
+ if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
+ return E_OUTOFMEMORY;
+
+ if (FAILED(hr = d3d_depthstencil_state_init(object, device, &tmp_desc)))
+ {
+ WARN("Failed to initialize depthstencil state, hr %#x.\n", hr);
+ HeapFree(GetProcessHeap(), 0, object);
+ return hr;
+ }
+
+ TRACE("Created depthstencil state %p.\n", object);
+ *state = object;
+
+ return S_OK;
+}
+
struct d3d_depthstencil_state *unsafe_impl_from_ID3D11DepthStencilState(ID3D11DepthStencilState *iface)
{
if (!iface)
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