Nikolay Sivov : d3d10/effect: Explicitly store depth stencil state variable.

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


Module: wine
Branch: master
Commit: e42720a6d8bcf4051b0460e58314eda76392ff59
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=e42720a6d8bcf4051b0460e58314eda76392ff59

Author: Nikolay Sivov <nsivov at codeweavers.com>
Date:   Wed Oct  6 10:53:36 2021 +0300

d3d10/effect: Explicitly store depth stencil state variable.

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/d3d10_private.h |  2 +-
 dlls/d3d10/effect.c        | 23 +++++++++++++++++------
 2 files changed, 18 insertions(+), 7 deletions(-)

diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h
index 4e35a2f319d..5a0308ee42a 100644
--- a/dlls/d3d10/d3d10_private.h
+++ b/dlls/d3d10/d3d10_private.h
@@ -79,7 +79,6 @@ struct d3d10_effect_object
     enum d3d10_effect_object_type type;
     union
     {
-        ID3D10DepthStencilState *ds;
         ID3D10BlendState *bs;
         ID3D10VertexShader *vs;
         ID3D10PixelShader *ps;
@@ -247,6 +246,7 @@ struct d3d10_effect_pass
     struct d3d10_effect_pass_shader_desc ps;
     struct d3d10_effect_pass_shader_desc gs;
     struct d3d10_effect_variable *rasterizer;
+    struct d3d10_effect_variable *depth_stencil;
     UINT stencil_ref;
     UINT sample_mask;
     float blend_factor[4];
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 66eb723fe9c..4a293601902 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -1937,8 +1937,19 @@ static HRESULT parse_fx10_object(const char *data, size_t data_size,
         case D3D10_EOT_DEPTH_STENCIL_STATE:
         {
             ID3D10EffectDepthStencilVariable *dv = variable->lpVtbl->AsDepthStencil(variable);
-            if (FAILED(hr = dv->lpVtbl->GetDepthStencilState(dv, variable_idx, &o->object.ds)))
-                return hr;
+            if (!dv->lpVtbl->IsValid(dv))
+            {
+                WARN("Invalid variable type.\n");
+                return E_FAIL;
+            }
+            v = impl_from_ID3D10EffectVariable(variable);
+            if (v->type->element_count)
+            {
+                if (variable_idx >= v->type->element_count) return E_FAIL;
+                o->pass->depth_stencil = &v->elements[variable_idx];
+            }
+            else
+                o->pass->depth_stencil = v;
             break;
         }
 
@@ -2914,11 +2925,8 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
     switch(o->type)
     {
         case D3D10_EOT_RASTERIZER_STATE:
-            break;
-
         case D3D10_EOT_DEPTH_STENCIL_STATE:
-            ID3D10Device_OMSetDepthStencilState(device, o->object.ds, o->pass->stencil_ref);
-            return S_OK;
+            break;
 
         case D3D10_EOT_BLEND_STATE:
             ID3D10Device_OMSetBlendState(device, o->object.bs, o->pass->blend_factor, o->pass->sample_mask);
@@ -4114,6 +4122,9 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface
         apply_shader_resources(device, pass->ps.shader);
     if (pass->rasterizer)
         ID3D10Device_RSSetState(device, pass->rasterizer->u.state.object.rasterizer);
+    if (pass->depth_stencil)
+        ID3D10Device_OMSetDepthStencilState(device, pass->depth_stencil->u.state.object.depth_stencil,
+                pass->stencil_ref);
 
     for (i = 0; i < pass->object_count; ++i)
     {




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