[PATCH 3/9] d3d11: Implement d3d11_immediate_context_OMGetBlendState().
Józef Kucia
joseph.kucia at gmail.com
Fri Jun 24 06:04:24 CDT 2016
On Fri, Jun 24, 2016 at 12:56 PM, Henri Verbeet <hverbeet at gmail.com> wrote:
> On 24 June 2016 at 11:45, Józef Kucia <jkucia at codeweavers.com> wrote:
>> @@ -4044,16 +4053,17 @@ static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device1 *iface,
>> ID3D10BlendState **blend_state, FLOAT blend_factor[4], UINT *sample_mask)
>> {
>> struct d3d_device *device = impl_from_ID3D10Device(iface);
>> + ID3D11BlendState *d3d11_blend_state;
>> + struct d3d_blend_state *object;
>>
>> TRACE("iface %p, blend_state %p, blend_factor %p, sample_mask %p.\n",
>> iface, blend_state, blend_factor, sample_mask);
>>
>> - if ((*blend_state = device->blend_state ? (ID3D10BlendState *)&device->blend_state->ID3D10BlendState1_iface : NULL))
>> - ID3D10BlendState_AddRef(*blend_state);
>> - wined3d_mutex_lock();
>> - memcpy(blend_factor, device->blend_factor, 4 * sizeof(*blend_factor));
>> - *sample_mask = wined3d_device_get_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK);
>> - wined3d_mutex_unlock();
>> + d3d11_immediate_context_OMGetBlendState(&device->immediate_context.ID3D11DeviceContext_iface,
>> + &d3d11_blend_state, blend_factor, sample_mask);
>> +
>> + object = unsafe_impl_from_ID3D11BlendState(d3d11_blend_state);
> Why not just impl_from_ID3D11BlendState() here?
Mostly because we keep impl_from_* functions private to a file in
which an interface is implemented.
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