[PATCH 7/7] d3d11: Try to avoid spurious blend state FIXMEs().

Józef Kucia jkucia at codeweavers.com
Fri Mar 24 11:14:48 CDT 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/device.c | 49 +++++++++++++++++++++++++++----------------------
 1 file changed, 27 insertions(+), 22 deletions(-)

diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index d9c3a5a..515da0e 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -696,9 +696,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
     if (!blend_factor)
         blend_factor = default_blend_factor;
 
-    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 %s.\n", debug_float4(blend_factor));
-
     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);
@@ -718,30 +715,27 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
     }
 
     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);
     if (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);
+        const D3D11_RENDER_TARGET_BLEND_DESC *d = &desc->RenderTarget[0];
+
+        wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND, d->SrcBlend);
+        wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND, d->DestBlend);
+        wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP, d->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_SRCBLENDALPHA, d->SrcBlendAlpha);
+        wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA, d->DestBlendAlpha);
+        wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA, d->BlendOpAlpha);
+
+        if (memcmp(blend_factor, default_blend_factor, sizeof(default_blend_factor))
+                && (d->SrcBlend == D3D11_BLEND_BLEND_FACTOR || d->SrcBlend == D3D11_BLEND_INV_BLEND_FACTOR
+                || d->DestBlend == D3D11_BLEND_BLEND_FACTOR || d->DestBlend == D3D11_BLEND_INV_BLEND_FACTOR
+                || d->SrcBlendAlpha == D3D11_BLEND_BLEND_FACTOR || d->SrcBlendAlpha == D3D11_BLEND_INV_BLEND_FACTOR
+                || d->DestBlendAlpha == D3D11_BLEND_BLEND_FACTOR || d->DestBlendAlpha == D3D11_BLEND_INV_BLEND_FACTOR))
+            FIXME("Ignoring blend factor %s.\n", debug_float4(blend_factor));
+    }
     wined3d_device_set_render_state(device->wined3d_device,
             WINED3D_RS_COLORWRITEENABLE, desc->RenderTarget[0].RenderTargetWriteMask);
     wined3d_device_set_render_state(device->wined3d_device,
@@ -2643,8 +2637,19 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateBlendState(ID3D11Device *ifa
         tmp_desc.RenderTarget[i].DestBlendAlpha = desc->RenderTarget[j].DestBlendAlpha;
         tmp_desc.RenderTarget[i].BlendOpAlpha = desc->RenderTarget[j].BlendOpAlpha;
         tmp_desc.RenderTarget[i].RenderTargetWriteMask = desc->RenderTarget[j].RenderTargetWriteMask;
+
+        if (i > 3 && tmp_desc.RenderTarget[i].RenderTargetWriteMask != D3D11_COLOR_WRITE_ENABLE_ALL)
+            FIXME("Color mask %#x not supported for render target %u.\n",
+                    tmp_desc.RenderTarget[i].RenderTargetWriteMask, i);
     }
 
+    /* glSampleCoverage() */
+    if (tmp_desc.AlphaToCoverageEnable)
+        FIXME("Ignoring AlphaToCoverageEnable %#x.\n", tmp_desc.AlphaToCoverageEnable);
+    /* glEnableIndexedEXT(GL_BLEND, ...) */
+    if (tmp_desc.IndependentBlendEnable)
+        FIXME("Per-rendertarget blend not implemented.\n");
+
     wined3d_mutex_lock();
     if ((entry = wine_rb_get(&device->blend_states, &tmp_desc)))
     {
-- 
2.10.2




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