[PATCH 5/6] d3d11: Implement d3d11_immediate_context_OMSetBlendState().
Józef Kucia
jkucia at codeweavers.com
Thu Nov 5 18:28:27 CST 2015
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/d3d11_private.h | 1 +
dlls/d3d11/device.c | 110 ++++++++++++++++++++++++---------------------
dlls/d3d11/state.c | 9 ++++
3 files changed, 69 insertions(+), 51 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h
index d99a18a..2ac6129 100644
--- a/dlls/d3d11/d3d11_private.h
+++ b/dlls/d3d11/d3d11_private.h
@@ -297,6 +297,7 @@ struct d3d_blend_state
HRESULT d3d_blend_state_init(struct d3d_blend_state *state, struct d3d_device *device,
const D3D11_BLEND_DESC *desc) DECLSPEC_HIDDEN;
+struct d3d_blend_state *unsafe_impl_from_ID3D11BlendState(ID3D11BlendState *iface) DECLSPEC_HIDDEN;
struct d3d_blend_state *unsafe_impl_from_ID3D10BlendState(ID3D10BlendState *iface) DECLSPEC_HIDDEN;
/* ID3D11DepthStencilState, ID3D10DepthStencilState */
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index f276eaa..566cd16 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -452,8 +452,62 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetRenderTargetsAndUnord
static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11DeviceContext *iface,
ID3D11BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask)
{
- FIXME("iface %p, blend_state %p, blend_factor {%.8e %.8e %.8e %.8e}, sample_mask 0x%08x stub!\n",
+ struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
+ const D3D11_BLEND_DESC *desc;
+
+ TRACE("iface %p, blend_state %p, blend_factor {%.8e %.8e %.8e %.8e}, sample_mask 0x%08x.\n",
iface, blend_state, blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], sample_mask);
+
+ if (blend_factor[0] != 1.0f || blend_factor[1] != 1.0f || blend_factor[2] != 1.0f || blend_factor[3] != 1.0f)
+ FIXME("Ignoring blend factor {%.8e %.8e %.8e %.8e}.\n",
+ blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
+
+ wined3d_mutex_lock();
+ memcpy(device->blend_factor, blend_factor, 4 * sizeof(*blend_factor));
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK, sample_mask);
+ if (!(device->blend_state = unsafe_impl_from_ID3D11BlendState(blend_state)))
+ {
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE, FALSE);
+ wined3d_device_set_render_state(device->wined3d_device,
+ WINED3D_RS_COLORWRITEENABLE, D3D11_COLOR_WRITE_ENABLE_ALL);
+ wined3d_device_set_render_state(device->wined3d_device,
+ WINED3D_RS_COLORWRITEENABLE1, D3D11_COLOR_WRITE_ENABLE_ALL);
+ wined3d_device_set_render_state(device->wined3d_device,
+ WINED3D_RS_COLORWRITEENABLE2, D3D11_COLOR_WRITE_ENABLE_ALL);
+ wined3d_device_set_render_state(device->wined3d_device,
+ WINED3D_RS_COLORWRITEENABLE3, D3D11_COLOR_WRITE_ENABLE_ALL);
+ wined3d_mutex_unlock();
+ return;
+ }
+
+ desc = &device->blend_state->desc;
+ /* glSampleCoverage() */
+ if (desc->AlphaToCoverageEnable)
+ FIXME("Ignoring AlphaToCoverageEnable %#x.\n", desc->AlphaToCoverageEnable);
+ /* glEnableIndexedEXT(GL_BLEND, ...) */
+ FIXME("Per-rendertarget blend not implemented.\n");
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE,
+ desc->RenderTarget[0].BlendEnable);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND, desc->RenderTarget[0].SrcBlend);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND, desc->RenderTarget[0].DestBlend);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP, desc->RenderTarget[0].BlendOp);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SEPARATEALPHABLENDENABLE, TRUE);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLENDALPHA,
+ desc->RenderTarget[0].SrcBlendAlpha);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA,
+ desc->RenderTarget[0].DestBlendAlpha);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA,
+ desc->RenderTarget[0].BlendOpAlpha);
+ FIXME("Color mask > 3 not implemented.\n");
+ wined3d_device_set_render_state(device->wined3d_device,
+ WINED3D_RS_COLORWRITEENABLE, desc->RenderTarget[0].RenderTargetWriteMask);
+ wined3d_device_set_render_state(device->wined3d_device,
+ WINED3D_RS_COLORWRITEENABLE1, desc->RenderTarget[1].RenderTargetWriteMask);
+ wined3d_device_set_render_state(device->wined3d_device,
+ WINED3D_RS_COLORWRITEENABLE2, desc->RenderTarget[2].RenderTargetWriteMask);
+ wined3d_device_set_render_state(device->wined3d_device,
+ WINED3D_RS_COLORWRITEENABLE3, desc->RenderTarget[3].RenderTargetWriteMask);
+ wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3D11DeviceContext *iface,
@@ -2436,60 +2490,14 @@ static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device1 *iface,
ID3D10BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
- const D3D11_BLEND_DESC *desc;
+ struct d3d_blend_state *blend_state_object;
TRACE("iface %p, blend_state %p, blend_factor {%.8e %.8e %.8e %.8e}, sample_mask 0x%08x.\n",
iface, blend_state, blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], sample_mask);
- if (blend_factor[0] != 1.0f || blend_factor[1] != 1.0f || blend_factor[2] != 1.0f || blend_factor[3] != 1.0f)
- FIXME("Ignoring blend factor {%.8e %.8e %.8e %.8e}.\n",
- blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
- wined3d_mutex_lock();
- memcpy(device->blend_factor, blend_factor, 4 * sizeof(*blend_factor));
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK, sample_mask);
- if (!(device->blend_state = unsafe_impl_from_ID3D10BlendState(blend_state)))
- {
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE, FALSE);
- wined3d_device_set_render_state(device->wined3d_device,
- WINED3D_RS_COLORWRITEENABLE, D3D10_COLOR_WRITE_ENABLE_ALL);
- wined3d_device_set_render_state(device->wined3d_device,
- WINED3D_RS_COLORWRITEENABLE1, D3D10_COLOR_WRITE_ENABLE_ALL);
- wined3d_device_set_render_state(device->wined3d_device,
- WINED3D_RS_COLORWRITEENABLE2, D3D10_COLOR_WRITE_ENABLE_ALL);
- wined3d_device_set_render_state(device->wined3d_device,
- WINED3D_RS_COLORWRITEENABLE3, D3D10_COLOR_WRITE_ENABLE_ALL);
- wined3d_mutex_unlock();
- return;
- }
-
- desc = &device->blend_state->desc;
- /* glSampleCoverage() */
- if (desc->AlphaToCoverageEnable)
- FIXME("Ignoring AlphaToCoverageEnable %#x.\n", desc->AlphaToCoverageEnable);
- /* glEnableIndexedEXT(GL_BLEND, ...) */
- FIXME("Per-rendertarget blend not implemented.\n");
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE,
- desc->RenderTarget[0].BlendEnable);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND, desc->RenderTarget[0].SrcBlend);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND, desc->RenderTarget[0].DestBlend);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP, desc->RenderTarget[0].BlendOp);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SEPARATEALPHABLENDENABLE, TRUE);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLENDALPHA,
- desc->RenderTarget[0].SrcBlendAlpha);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA,
- desc->RenderTarget[0].DestBlendAlpha);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA,
- desc->RenderTarget[0].BlendOpAlpha);
- FIXME("Color mask > 3 not implemented.\n");
- wined3d_device_set_render_state(device->wined3d_device,
- WINED3D_RS_COLORWRITEENABLE, desc->RenderTarget[0].RenderTargetWriteMask);
- wined3d_device_set_render_state(device->wined3d_device,
- WINED3D_RS_COLORWRITEENABLE1, desc->RenderTarget[1].RenderTargetWriteMask);
- wined3d_device_set_render_state(device->wined3d_device,
- WINED3D_RS_COLORWRITEENABLE2, desc->RenderTarget[2].RenderTargetWriteMask);
- wined3d_device_set_render_state(device->wined3d_device,
- WINED3D_RS_COLORWRITEENABLE3, desc->RenderTarget[3].RenderTargetWriteMask);
- wined3d_mutex_unlock();
+ blend_state_object = unsafe_impl_from_ID3D10BlendState(blend_state);
+ d3d11_immediate_context_OMSetBlendState(&device->immediate_context.ID3D11DeviceContext_iface,
+ blend_state_object ? &blend_state_object->ID3D11BlendState_iface : NULL, blend_factor, sample_mask);
}
static void STDMETHODCALLTYPE d3d10_device_OMSetDepthStencilState(ID3D10Device1 *iface,
diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c
index 8c7b752..b412ed6 100644
--- a/dlls/d3d11/state.c
+++ b/dlls/d3d11/state.c
@@ -313,6 +313,15 @@ HRESULT d3d_blend_state_init(struct d3d_blend_state *state, struct d3d_device *d
return S_OK;
}
+struct d3d_blend_state *unsafe_impl_from_ID3D11BlendState(ID3D11BlendState *iface)
+{
+ if (!iface)
+ return NULL;
+ assert(iface->lpVtbl == &d3d11_blend_state_vtbl);
+
+ return impl_from_ID3D11BlendState(iface);
+}
+
struct d3d_blend_state *unsafe_impl_from_ID3D10BlendState(ID3D10BlendState *iface)
{
if (!iface)
--
2.4.10
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