Chip Davis : d3d11: Introduce a function to convert D3D11 blend factors to wined3d.
Alexandre Julliard
julliard at winehq.org
Mon Apr 6 15:53:22 CDT 2020
Module: wine
Branch: master
Commit: b5d178c0289119cd36778656c58232cc867f8608
URL: https://source.winehq.org/git/wine.git/?a=commit;h=b5d178c0289119cd36778656c58232cc867f8608
Author: Chip Davis <cdavis at codeweavers.com>
Date: Fri Apr 3 11:06:02 2020 -0500
d3d11: Introduce a function to convert D3D11 blend factors to wined3d.
Signed-off-by: Chip Davis <cdavis at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d11/state.c | 13 +++++++++----
1 file changed, 9 insertions(+), 4 deletions(-)
diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c
index d48d62e0a8..da2768880f 100644
--- a/dlls/d3d11/state.c
+++ b/dlls/d3d11/state.c
@@ -303,6 +303,11 @@ static const struct wined3d_parent_ops d3d_blend_state_wined3d_parent_ops =
d3d_blend_state_wined3d_object_destroyed,
};
+static enum wined3d_blend wined3d_blend_from_d3d11(D3D11_BLEND factor)
+{
+ return (enum wined3d_blend)factor;
+}
+
HRESULT d3d_blend_state_create(struct d3d_device *device, const D3D11_BLEND_DESC *desc,
struct d3d_blend_state **state)
{
@@ -385,11 +390,11 @@ HRESULT d3d_blend_state_create(struct d3d_device *device, const D3D11_BLEND_DESC
for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
wined3d_desc.rt[i].enable = desc->RenderTarget[i].BlendEnable;
- wined3d_desc.rt[i].src = desc->RenderTarget[i].SrcBlend;
- wined3d_desc.rt[i].dst = desc->RenderTarget[i].DestBlend;
+ wined3d_desc.rt[i].src = wined3d_blend_from_d3d11(desc->RenderTarget[i].SrcBlend);
+ wined3d_desc.rt[i].dst = wined3d_blend_from_d3d11(desc->RenderTarget[i].DestBlend);
wined3d_desc.rt[i].op = desc->RenderTarget[i].BlendOp;
- wined3d_desc.rt[i].src_alpha = desc->RenderTarget[i].SrcBlendAlpha;
- wined3d_desc.rt[i].dst_alpha = desc->RenderTarget[i].DestBlendAlpha;
+ wined3d_desc.rt[i].src_alpha = wined3d_blend_from_d3d11(desc->RenderTarget[i].SrcBlendAlpha);
+ wined3d_desc.rt[i].dst_alpha = wined3d_blend_from_d3d11(desc->RenderTarget[i].DestBlendAlpha);
wined3d_desc.rt[i].op_alpha = desc->RenderTarget[i].BlendOpAlpha;
wined3d_desc.rt[i].writemask = desc->RenderTarget[i].RenderTargetWriteMask;
}
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