[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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