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)
{
More information about the wine-cvs
mailing list