Commit eda5c393 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d10: Handle blend state in d3d10_effect_object_apply().

parent cf799f58
......@@ -76,6 +76,7 @@ struct d3d10_effect_object
{
ID3D10RasterizerState *rs;
ID3D10DepthStencilState *ds;
ID3D10BlendState *bs;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10GeometryShader *gs;
......
......@@ -1355,6 +1355,14 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
break;
}
case D3D10_EOT_BLEND_STATE:
{
ID3D10EffectBlendVariable *bv = variable->lpVtbl->AsBlend(variable);
if (FAILED(hr = bv->lpVtbl->GetBlendState(bv, variable_idx, &o->object.bs)))
return hr;
break;
}
case D3D10_EOT_VERTEXSHADER:
{
ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
......@@ -1385,7 +1393,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
break;
}
case D3D10_EOT_BLEND_STATE:
case D3D10_EOT_STENCIL_REF:
case D3D10_EOT_BLEND_FACTOR:
case D3D10_EOT_SAMPLE_MASK:
......@@ -2181,6 +2188,10 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
ID3D10Device_OMSetDepthStencilState(device, o->object.ds, o->pass->stencil_ref);
return S_OK;
case D3D10_EOT_BLEND_STATE:
ID3D10Device_OMSetBlendState(device, o->object.bs, o->pass->blend_factor, o->pass->sample_mask);
return S_OK;
case D3D10_EOT_VERTEXSHADER:
ID3D10Device_VSSetShader(device, o->object.vs);
return S_OK;
......@@ -2194,6 +2205,8 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
return S_OK;
case D3D10_EOT_STENCIL_REF:
case D3D10_EOT_BLEND_FACTOR:
case D3D10_EOT_SAMPLE_MASK:
return S_OK;
default:
......@@ -2293,6 +2306,11 @@ static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
ID3D10DepthStencilState_Release(o->object.ds);
break;
case D3D10_EOT_BLEND_STATE:
if (o->object.bs)
ID3D10BlendState_Release(o->object.bs);
break;
case D3D10_EOT_VERTEXSHADER:
if (o->object.vs)
ID3D10VertexShader_Release(o->object.vs);
......
......@@ -3922,12 +3922,7 @@ static void test_effect_state_groups(ID3D10Device *device)
ok(pass_desc.BlendFactor[2] == 0.7f, "Got unexpected BlendFactor[2] %.8e.\n", pass_desc.BlendFactor[2]);
ok(pass_desc.BlendFactor[3] == 0.8f, "Got unexpected BlendFactor[3] %.8e.\n", pass_desc.BlendFactor[3]);
hr = pass->lpVtbl->Apply(pass, 0);
todo_wine ok(SUCCEEDED(hr), "Failed to apply pass, hr %#x.\n", hr);
if (FAILED(hr))
{
effect->lpVtbl->Release(effect);
return;
}
ok(SUCCEEDED(hr), "Failed to apply pass, hr %#x.\n", hr);
ID3D10Device_OMGetBlendState(device, &blend_state, blend_factor, &sample_mask);
ID3D10BlendState_GetDesc(blend_state, &blend_desc);
......@@ -3958,7 +3953,7 @@ static void test_effect_state_groups(ID3D10Device *device)
ok(!ds_desc.DepthEnable, "Got unexpected DepthEnable %#x.\n", ds_desc.DepthEnable);
ok(ds_desc.DepthWriteMask == D3D10_DEPTH_WRITE_MASK_ZERO, "Got unexpected DepthWriteMask %#x.\n",
ds_desc.DepthWriteMask);
ok(ds_desc.DepthFunc == D3D10_COMPARISON_NEVER, "Got unexpected DepthFunc %#x.\n", ds_desc.DepthFunc);
todo_wine ok(ds_desc.DepthFunc == D3D10_COMPARISON_NEVER, "Got unexpected DepthFunc %#x.\n", ds_desc.DepthFunc);
ok(ds_desc.StencilEnable, "Got unexpected StencilEnable %#x.\n", ds_desc.StencilEnable);
ok(ds_desc.StencilReadMask == 0x4, "Got unexpected StencilReadMask %#x.\n", ds_desc.StencilReadMask);
ok(ds_desc.StencilWriteMask == 0x5, "Got unexpected StencilWriteMask %#x.\n", ds_desc.StencilWriteMask);
......
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