Nikolay Sivov : d3d10: Fix up D3D10_DST_* names.

Alexandre Julliard julliard at winehq.org
Thu Oct 7 16:21:22 CDT 2021


Module: wine
Branch: master
Commit: 87fb9fe721da6ceed20e190c69578a953ac7ff52
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=87fb9fe721da6ceed20e190c69578a953ac7ff52

Author: Nikolay Sivov <nsivov at codeweavers.com>
Date:   Wed Oct  6 10:53:34 2021 +0300

d3d10: Fix up D3D10_DST_* names.

Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/d3d10/stateblock.c | 16 ++++++++--------
 include/d3d10effect.h   |  4 ++--
 2 files changed, 10 insertions(+), 10 deletions(-)

diff --git a/dlls/d3d10/stateblock.c b/dlls/d3d10/stateblock.c
index ccc8a0e504e..fef78872a49 100644
--- a/dlls/d3d10/stateblock.c
+++ b/dlls/d3d10/stateblock.c
@@ -73,8 +73,8 @@ static const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t)
     {
         WINE_D3D10_TO_STR(D3D10_DST_SO_BUFFERS);
         WINE_D3D10_TO_STR(D3D10_DST_OM_RENDER_TARGETS);
-        WINE_D3D10_TO_STR(D3D10_DST_DEPTH_STENCIL_STATE);
-        WINE_D3D10_TO_STR(D3D10_DST_BLEND_STATE);
+        WINE_D3D10_TO_STR(D3D10_DST_OM_DEPTH_STENCIL_STATE);
+        WINE_D3D10_TO_STR(D3D10_DST_OM_BLEND_STATE);
         WINE_D3D10_TO_STR(D3D10_DST_VS);
         WINE_D3D10_TO_STR(D3D10_DST_VS_SAMPLERS);
         WINE_D3D10_TO_STR(D3D10_DST_VS_SHADER_RESOURCES);
@@ -696,9 +696,9 @@ HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
             return stateblock_mask_clear_bits(&mask->SOBuffers, 1, start_idx, count);
         case D3D10_DST_OM_RENDER_TARGETS:
             return stateblock_mask_clear_bits(&mask->OMRenderTargets, 1, start_idx, count);
-        case D3D10_DST_DEPTH_STENCIL_STATE:
+        case D3D10_DST_OM_DEPTH_STENCIL_STATE:
             return stateblock_mask_clear_bits(&mask->OMDepthStencilState, 1, start_idx, count);
-        case D3D10_DST_BLEND_STATE:
+        case D3D10_DST_OM_BLEND_STATE:
             return stateblock_mask_clear_bits(&mask->OMBlendState, 1, start_idx, count);
         case D3D10_DST_VS:
             return stateblock_mask_clear_bits(&mask->VS, 1, start_idx, count);
@@ -783,9 +783,9 @@ HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
             return stateblock_mask_set_bits(&mask->SOBuffers, 1, start_idx, count);
         case D3D10_DST_OM_RENDER_TARGETS:
             return stateblock_mask_set_bits(&mask->OMRenderTargets, 1, start_idx, count);
-        case D3D10_DST_DEPTH_STENCIL_STATE:
+        case D3D10_DST_OM_DEPTH_STENCIL_STATE:
             return stateblock_mask_set_bits(&mask->OMDepthStencilState, 1, start_idx, count);
-        case D3D10_DST_BLEND_STATE:
+        case D3D10_DST_OM_BLEND_STATE:
             return stateblock_mask_set_bits(&mask->OMBlendState, 1, start_idx, count);
         case D3D10_DST_VS:
             return stateblock_mask_set_bits(&mask->VS, 1, start_idx, count);
@@ -858,9 +858,9 @@ BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
             return stateblock_mask_get_bit(&mask->SOBuffers, 1, idx);
         case D3D10_DST_OM_RENDER_TARGETS:
             return stateblock_mask_get_bit(&mask->OMRenderTargets, 1, idx);
-        case D3D10_DST_DEPTH_STENCIL_STATE:
+        case D3D10_DST_OM_DEPTH_STENCIL_STATE:
             return stateblock_mask_get_bit(&mask->OMDepthStencilState, 1, idx);
-        case D3D10_DST_BLEND_STATE:
+        case D3D10_DST_OM_BLEND_STATE:
             return stateblock_mask_get_bit(&mask->OMBlendState, 1, idx);
         case D3D10_DST_VS:
             return stateblock_mask_get_bit(&mask->VS, 1, idx);
diff --git a/include/d3d10effect.h b/include/d3d10effect.h
index b4a33daca48..a4574c41fe4 100644
--- a/include/d3d10effect.h
+++ b/include/d3d10effect.h
@@ -34,8 +34,8 @@ typedef enum _D3D10_DEVICE_STATE_TYPES
 {
     D3D10_DST_SO_BUFFERS = 1,
     D3D10_DST_OM_RENDER_TARGETS,
-    D3D10_DST_DEPTH_STENCIL_STATE,
-    D3D10_DST_BLEND_STATE,
+    D3D10_DST_OM_DEPTH_STENCIL_STATE,
+    D3D10_DST_OM_BLEND_STATE,
     D3D10_DST_VS,
     D3D10_DST_VS_SAMPLERS,
     D3D10_DST_VS_SHADER_RESOURCES,




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