[PATCH 3/9] d3d11: Implement d3d11_immediate_context_OMGetBlendState().
Józef Kucia
jkucia at codeweavers.com
Fri Jun 24 04:45:59 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/device.c | 24 +++++++++++++++++-------
1 file changed, 17 insertions(+), 7 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index dfdd0d2..b8f364c 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -1655,8 +1655,17 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetRenderTargetsAndUnord
static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetBlendState(ID3D11DeviceContext *iface,
ID3D11BlendState **blend_state, FLOAT blend_factor[4], UINT *sample_mask)
{
- FIXME("iface %p, blend_state %p, blend_factor %p, sample_mask %p stub!\n",
+ struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
+
+ 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 ? &device->blend_state->ID3D11BlendState_iface : NULL))
+ ID3D11BlendState_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();
}
static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3D11DeviceContext *iface,
@@ -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);
+ *blend_state = object ? (ID3D10BlendState *)&object->ID3D10BlendState1_iface : NULL;
}
static void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device1 *iface,
--
2.7.3
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