Commit 14b9f3d2 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d10: Implement d3d10_effect_depth_stencil_variable_GetDepthStencilState().

parent 0990d37d
......@@ -111,6 +111,7 @@ struct d3d10_effect_state_object_variable
} desc;
union
{
ID3D10DepthStencilState *depth_stencil;
ID3D10BlendState *blend;
} object;
};
......
......@@ -1568,13 +1568,18 @@ static HRESULT create_state_object(struct d3d10_effect_variable *v)
switch (v->type->basetype)
{
case D3D10_SVT_DEPTHSTENCIL:
if (FAILED(hr = ID3D10Device_CreateDepthStencilState(device,
&v->u.state.desc.depth_stencil, &v->u.state.object.depth_stencil)))
return hr;
break;
case D3D10_SVT_BLEND:
if (FAILED(hr = ID3D10Device_CreateBlendState(device,
&v->u.state.desc.blend, &v->u.state.object.blend)))
return hr;
break;
case D3D10_SVT_DEPTHSTENCIL:
case D3D10_SVT_RASTERIZER:
case D3D10_SVT_SAMPLER:
break;
......@@ -6247,9 +6252,25 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_depth_stencil_variable_GetRawValue
static HRESULT STDMETHODCALLTYPE d3d10_effect_depth_stencil_variable_GetDepthStencilState(ID3D10EffectDepthStencilVariable *iface,
UINT index, ID3D10DepthStencilState **depth_stencil_state)
{
FIXME("iface %p, index %u, depth_stencil_state %p stub!\n", iface, index, depth_stencil_state);
struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
return E_NOTIMPL;
TRACE("iface %p, index %u, depth_stencil_state %p.\n", iface, index, depth_stencil_state);
if (v->type->element_count)
v = impl_from_ID3D10EffectVariable(iface->lpVtbl->GetElement(iface, index));
else if (index)
return E_FAIL;
if (v->type->basetype != D3D10_SVT_DEPTHSTENCIL)
{
WARN("Variable is not a depth stencil state.\n");
return E_FAIL;
}
if ((*depth_stencil_state = v->u.state.object.depth_stencil))
ID3D10DepthStencilState_AddRef(*depth_stencil_state);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_depth_stencil_variable_GetBackingStore(ID3D10EffectDepthStencilVariable *iface,
......
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