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wine
wine-winehq
Commits
b2228834
Commit
b2228834
authored
Oct 04, 2012
by
Henri Verbeet
Committed by
Alexandre Julliard
Oct 08, 2012
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Plain Diff
d3d10: Handle depth stencil state in d3d10_effect_object_apply().
parent
16c6e4e3
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Showing
2 changed files
with
21 additions
and
1 deletion
+21
-1
d3d10_private.h
dlls/d3d10/d3d10_private.h
+1
-0
effect.c
dlls/d3d10/effect.c
+20
-1
No files found.
dlls/d3d10/d3d10_private.h
View file @
b2228834
...
@@ -75,6 +75,7 @@ struct d3d10_effect_object
...
@@ -75,6 +75,7 @@ struct d3d10_effect_object
union
union
{
{
ID3D10RasterizerState
*
rs
;
ID3D10RasterizerState
*
rs
;
ID3D10DepthStencilState
*
ds
;
ID3D10VertexShader
*
vs
;
ID3D10VertexShader
*
vs
;
ID3D10PixelShader
*
ps
;
ID3D10PixelShader
*
ps
;
ID3D10GeometryShader
*
gs
;
ID3D10GeometryShader
*
gs
;
...
...
dlls/d3d10/effect.c
View file @
b2228834
...
@@ -1347,6 +1347,14 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
...
@@ -1347,6 +1347,14 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
break
;
break
;
}
}
case
D3D10_EOT_DEPTH_STENCIL_STATE
:
{
ID3D10EffectDepthStencilVariable
*
dv
=
variable
->
lpVtbl
->
AsDepthStencil
(
variable
);
if
(
FAILED
(
hr
=
dv
->
lpVtbl
->
GetDepthStencilState
(
dv
,
variable_idx
,
&
o
->
object
.
ds
)))
return
hr
;
break
;
}
case
D3D10_EOT_VERTEXSHADER
:
case
D3D10_EOT_VERTEXSHADER
:
{
{
ID3D10EffectShaderVariable
*
sv
=
variable
->
lpVtbl
->
AsShader
(
variable
);
ID3D10EffectShaderVariable
*
sv
=
variable
->
lpVtbl
->
AsShader
(
variable
);
...
@@ -1377,7 +1385,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
...
@@ -1377,7 +1385,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
break
;
break
;
}
}
case
D3D10_EOT_DEPTH_STENCIL_STATE
:
case
D3D10_EOT_BLEND_STATE
:
case
D3D10_EOT_BLEND_STATE
:
case
D3D10_EOT_STENCIL_REF
:
case
D3D10_EOT_STENCIL_REF
:
case
D3D10_EOT_BLEND_FACTOR
:
case
D3D10_EOT_BLEND_FACTOR
:
...
@@ -2170,6 +2177,10 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
...
@@ -2170,6 +2177,10 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
ID3D10Device_RSSetState
(
device
,
o
->
object
.
rs
);
ID3D10Device_RSSetState
(
device
,
o
->
object
.
rs
);
return
S_OK
;
return
S_OK
;
case
D3D10_EOT_DEPTH_STENCIL_STATE
:
ID3D10Device_OMSetDepthStencilState
(
device
,
o
->
object
.
ds
,
o
->
pass
->
stencil_ref
);
return
S_OK
;
case
D3D10_EOT_VERTEXSHADER
:
case
D3D10_EOT_VERTEXSHADER
:
ID3D10Device_VSSetShader
(
device
,
o
->
object
.
vs
);
ID3D10Device_VSSetShader
(
device
,
o
->
object
.
vs
);
return
S_OK
;
return
S_OK
;
...
@@ -2182,6 +2193,9 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
...
@@ -2182,6 +2193,9 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
ID3D10Device_GSSetShader
(
device
,
o
->
object
.
gs
);
ID3D10Device_GSSetShader
(
device
,
o
->
object
.
gs
);
return
S_OK
;
return
S_OK
;
case
D3D10_EOT_STENCIL_REF
:
return
S_OK
;
default:
default:
FIXME
(
"Unhandled effect object type %#x.
\n
"
,
o
->
type
);
FIXME
(
"Unhandled effect object type %#x.
\n
"
,
o
->
type
);
return
E_FAIL
;
return
E_FAIL
;
...
@@ -2274,6 +2288,11 @@ static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
...
@@ -2274,6 +2288,11 @@ static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
ID3D10RasterizerState_Release
(
o
->
object
.
rs
);
ID3D10RasterizerState_Release
(
o
->
object
.
rs
);
break
;
break
;
case
D3D10_EOT_DEPTH_STENCIL_STATE
:
if
(
o
->
object
.
ds
)
ID3D10DepthStencilState_Release
(
o
->
object
.
ds
);
break
;
case
D3D10_EOT_VERTEXSHADER
:
case
D3D10_EOT_VERTEXSHADER
:
if
(
o
->
object
.
vs
)
if
(
o
->
object
.
vs
)
ID3D10VertexShader_Release
(
o
->
object
.
vs
);
ID3D10VertexShader_Release
(
o
->
object
.
vs
);
...
...
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