[PATCH 3/8] d3d11: Introduce d3d_depthstencil_state_create() helper function.

Józef Kucia jkucia at codeweavers.com
Thu Jul 20 07:10:59 CDT 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/d3d11_private.h |  4 +--
 dlls/d3d11/device.c        | 77 ++++----------------------------------------
 dlls/d3d11/state.c         | 79 +++++++++++++++++++++++++++++++++++++++++++++-
 3 files changed, 86 insertions(+), 74 deletions(-)

diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h
index b887ac5657..8b89e6dad3 100644
--- a/dlls/d3d11/d3d11_private.h
+++ b/dlls/d3d11/d3d11_private.h
@@ -425,8 +425,8 @@ static inline struct d3d_depthstencil_state *impl_from_ID3D11DepthStencilState(I
     return CONTAINING_RECORD(iface, struct d3d_depthstencil_state, ID3D11DepthStencilState_iface);
 }
 
-HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device,
-        const D3D11_DEPTH_STENCIL_DESC *desc) DECLSPEC_HIDDEN;
+HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEPTH_STENCIL_DESC *desc,
+        struct d3d_depthstencil_state **state) DECLSPEC_HIDDEN;
 struct d3d_depthstencil_state *unsafe_impl_from_ID3D11DepthStencilState(
         ID3D11DepthStencilState *iface) DECLSPEC_HIDDEN;
 struct d3d_depthstencil_state *unsafe_impl_from_ID3D10DepthStencilState(
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 95783e920b..e7a79e0983 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -3018,76 +3018,13 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDepthStencilState(ID3D11Devi
 {
     struct d3d_device *device = impl_from_ID3D11Device(iface);
     struct d3d_depthstencil_state *object;
-    D3D11_DEPTH_STENCIL_DESC tmp_desc;
-    struct wine_rb_entry *entry;
     HRESULT hr;
 
     TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state);
 
-    if (!desc)
-        return E_INVALIDARG;
-
-    /* D3D11_DEPTH_STENCIL_DESC has a hole, which is a problem because we use
-     * it as a key in the rbtree. */
-    memset(&tmp_desc, 0, sizeof(tmp_desc));
-    tmp_desc.DepthEnable = desc->DepthEnable;
-    if (desc->DepthEnable)
-    {
-        tmp_desc.DepthWriteMask = desc->DepthWriteMask;
-        tmp_desc.DepthFunc = desc->DepthFunc;
-    }
-    else
-    {
-        tmp_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
-        tmp_desc.DepthFunc = D3D11_COMPARISON_LESS;
-    }
-    tmp_desc.StencilEnable = desc->StencilEnable;
-    if (desc->StencilEnable)
-    {
-        tmp_desc.StencilReadMask = desc->StencilReadMask;
-        tmp_desc.StencilWriteMask = desc->StencilWriteMask;
-        tmp_desc.FrontFace = desc->FrontFace;
-        tmp_desc.BackFace = desc->BackFace;
-    }
-    else
-    {
-        tmp_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
-        tmp_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
-        tmp_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
-        tmp_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
-        tmp_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
-        tmp_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
-        tmp_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
-        tmp_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
-        tmp_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
-        tmp_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
-    }
-
-    wined3d_mutex_lock();
-    if ((entry = wine_rb_get(&device->depthstencil_states, &tmp_desc)))
-    {
-        object = WINE_RB_ENTRY_VALUE(entry, struct d3d_depthstencil_state, entry);
-
-        TRACE("Returning existing depthstencil state %p.\n", object);
-        *depth_stencil_state = &object->ID3D11DepthStencilState_iface;
-        ID3D11DepthStencilState_AddRef(*depth_stencil_state);
-        wined3d_mutex_unlock();
-
-        return S_OK;
-    }
-    wined3d_mutex_unlock();
-
-    if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
-        return E_OUTOFMEMORY;
-
-    if (FAILED(hr = d3d_depthstencil_state_init(object, device, &tmp_desc)))
-    {
-        WARN("Failed to initialize depthstencil state, hr %#x.\n", hr);
-        HeapFree(GetProcessHeap(), 0, object);
+    if (FAILED(hr = d3d_depthstencil_state_create(device, desc, &object)))
         return hr;
-    }
 
-    TRACE("Created depthstencil state %p.\n", object);
     *depth_stencil_state = &object->ID3D11DepthStencilState_iface;
 
     return S_OK;
@@ -5385,19 +5322,17 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Devi
         const D3D10_DEPTH_STENCIL_DESC *desc, ID3D10DepthStencilState **depth_stencil_state)
 {
     struct d3d_device *device = impl_from_ID3D10Device(iface);
-    ID3D11DepthStencilState *d3d11_depth_stencil_state;
+    struct d3d_depthstencil_state *object;
     HRESULT hr;
 
     TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state);
 
-    if (FAILED(hr = d3d11_device_CreateDepthStencilState(&device->ID3D11Device_iface,
-            (const D3D11_DEPTH_STENCIL_DESC *)desc, &d3d11_depth_stencil_state)))
+    if (FAILED(hr = d3d_depthstencil_state_create(device, (const D3D11_DEPTH_STENCIL_DESC *)desc, &object)))
         return hr;
 
-    hr = ID3D11DepthStencilState_QueryInterface(d3d11_depth_stencil_state, &IID_ID3D10DepthStencilState,
-            (void **)depth_stencil_state);
-    ID3D11DepthStencilState_Release(d3d11_depth_stencil_state);
-    return hr;
+    *depth_stencil_state = &object->ID3D10DepthStencilState_iface;
+
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device1 *iface,
diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c
index be687f3029..7cc35db2de 100644
--- a/dlls/d3d11/state.c
+++ b/dlls/d3d11/state.c
@@ -641,7 +641,7 @@ static const struct ID3D10DepthStencilStateVtbl d3d10_depthstencil_state_vtbl =
     d3d10_depthstencil_state_GetDesc,
 };
 
-HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device,
+static HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device,
         const D3D11_DEPTH_STENCIL_DESC *desc)
 {
     state->ID3D11DepthStencilState_iface.lpVtbl = &d3d11_depthstencil_state_vtbl;
@@ -666,6 +666,83 @@ HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct
     return S_OK;
 }
 
+HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEPTH_STENCIL_DESC *desc,
+        struct d3d_depthstencil_state **state)
+{
+    struct d3d_depthstencil_state *object;
+    D3D11_DEPTH_STENCIL_DESC tmp_desc;
+    struct wine_rb_entry *entry;
+    HRESULT hr;
+
+    if (!desc)
+        return E_INVALIDARG;
+
+    /* D3D11_DEPTH_STENCIL_DESC has a hole, which is a problem because we use
+     * it as a key in the rbtree. */
+    memset(&tmp_desc, 0, sizeof(tmp_desc));
+    tmp_desc.DepthEnable = desc->DepthEnable;
+    if (desc->DepthEnable)
+    {
+        tmp_desc.DepthWriteMask = desc->DepthWriteMask;
+        tmp_desc.DepthFunc = desc->DepthFunc;
+    }
+    else
+    {
+        tmp_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+        tmp_desc.DepthFunc = D3D11_COMPARISON_LESS;
+    }
+    tmp_desc.StencilEnable = desc->StencilEnable;
+    if (desc->StencilEnable)
+    {
+        tmp_desc.StencilReadMask = desc->StencilReadMask;
+        tmp_desc.StencilWriteMask = desc->StencilWriteMask;
+        tmp_desc.FrontFace = desc->FrontFace;
+        tmp_desc.BackFace = desc->BackFace;
+    }
+    else
+    {
+        tmp_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+        tmp_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+        tmp_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+        tmp_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+        tmp_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+        tmp_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+        tmp_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+        tmp_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+        tmp_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+        tmp_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+    }
+
+    wined3d_mutex_lock();
+    if ((entry = wine_rb_get(&device->depthstencil_states, &tmp_desc)))
+    {
+        object = WINE_RB_ENTRY_VALUE(entry, struct d3d_depthstencil_state, entry);
+
+        TRACE("Returning existing depthstencil state %p.\n", object);
+        ID3D11DepthStencilState_AddRef(&object->ID3D11DepthStencilState_iface);
+        *state = object;
+        wined3d_mutex_unlock();
+
+        return S_OK;
+    }
+    wined3d_mutex_unlock();
+
+    if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
+        return E_OUTOFMEMORY;
+
+    if (FAILED(hr = d3d_depthstencil_state_init(object, device, &tmp_desc)))
+    {
+        WARN("Failed to initialize depthstencil state, hr %#x.\n", hr);
+        HeapFree(GetProcessHeap(), 0, object);
+        return hr;
+    }
+
+    TRACE("Created depthstencil state %p.\n", object);
+    *state = object;
+
+    return S_OK;
+}
+
 struct d3d_depthstencil_state *unsafe_impl_from_ID3D11DepthStencilState(ID3D11DepthStencilState *iface)
 {
     if (!iface)
-- 
2.13.0




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