Commit c7fb7ba5 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d10core: Implement d3d10_depthstencil_state_GetDevice().

parent dbc4bcd6
...@@ -241,9 +241,9 @@ struct d3d10_depthstencil_state ...@@ -241,9 +241,9 @@ struct d3d10_depthstencil_state
ID3D10DepthStencilState ID3D10DepthStencilState_iface; ID3D10DepthStencilState ID3D10DepthStencilState_iface;
LONG refcount; LONG refcount;
struct d3d10_device *device;
D3D10_DEPTH_STENCIL_DESC desc; D3D10_DEPTH_STENCIL_DESC desc;
struct wine_rb_entry entry; struct wine_rb_entry entry;
ID3D10Device1 *device;
}; };
HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, struct d3d10_device *device, HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, struct d3d10_device *device,
......
...@@ -218,7 +218,9 @@ static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_Release(ID3D10DepthStenc ...@@ -218,7 +218,9 @@ static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_Release(ID3D10DepthStenc
if (!refcount) if (!refcount)
{ {
wine_rb_remove(&state->device->depthstencil_states, &state->desc); struct d3d10_device *device = impl_from_ID3D10Device(state->device);
wine_rb_remove(&device->depthstencil_states, &state->desc);
ID3D10Device1_Release(state->device);
HeapFree(GetProcessHeap(), 0, state); HeapFree(GetProcessHeap(), 0, state);
} }
...@@ -229,7 +231,12 @@ static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_Release(ID3D10DepthStenc ...@@ -229,7 +231,12 @@ static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_Release(ID3D10DepthStenc
static void STDMETHODCALLTYPE d3d10_depthstencil_state_GetDevice(ID3D10DepthStencilState *iface, ID3D10Device **device) static void STDMETHODCALLTYPE d3d10_depthstencil_state_GetDevice(ID3D10DepthStencilState *iface, ID3D10Device **device)
{ {
FIXME("iface %p, device %p stub!\n", iface, device); struct d3d10_depthstencil_state *state = impl_from_ID3D10DepthStencilState(iface);
TRACE("iface %p, device %p.\n", iface, device);
*device = (ID3D10Device *)state->device;
ID3D10Device_AddRef(*device);
} }
static HRESULT STDMETHODCALLTYPE d3d10_depthstencil_state_GetPrivateData(ID3D10DepthStencilState *iface, static HRESULT STDMETHODCALLTYPE d3d10_depthstencil_state_GetPrivateData(ID3D10DepthStencilState *iface,
...@@ -290,7 +297,6 @@ HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, st ...@@ -290,7 +297,6 @@ HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, st
{ {
state->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl; state->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl;
state->refcount = 1; state->refcount = 1;
state->device = device;
state->desc = *desc; state->desc = *desc;
if (wine_rb_put(&device->depthstencil_states, desc, &state->entry) == -1) if (wine_rb_put(&device->depthstencil_states, desc, &state->entry) == -1)
...@@ -299,6 +305,9 @@ HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, st ...@@ -299,6 +305,9 @@ HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, st
return E_FAIL; return E_FAIL;
} }
state->device = &device->ID3D10Device1_iface;
ID3D10Device1_AddRef(state->device);
return S_OK; return S_OK;
} }
......
...@@ -727,9 +727,9 @@ static void test_create_blend_state(void) ...@@ -727,9 +727,9 @@ static void test_create_blend_state(void)
static void test_create_depthstencil_state(void) static void test_create_depthstencil_state(void)
{ {
ID3D10DepthStencilState *ds_state1, *ds_state2; ID3D10DepthStencilState *ds_state1, *ds_state2;
ULONG refcount, expected_refcount;
D3D10_DEPTH_STENCIL_DESC ds_desc; D3D10_DEPTH_STENCIL_DESC ds_desc;
ID3D10Device *device; ID3D10Device *device, *tmp;
ULONG refcount;
HRESULT hr; HRESULT hr;
if (!(device = create_device())) if (!(device = create_device()))
...@@ -756,11 +756,21 @@ static void test_create_depthstencil_state(void) ...@@ -756,11 +756,21 @@ static void test_create_depthstencil_state(void)
ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS; ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1); hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1);
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state2); hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state2);
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n"); ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n");
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
tmp = NULL;
expected_refcount = refcount + 1;
ID3D10DepthStencilState_GetDevice(ds_state1, &tmp);
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ID3D10Device_Release(tmp);
refcount = ID3D10DepthStencilState_Release(ds_state2); refcount = ID3D10DepthStencilState_Release(ds_state2);
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
......
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