d3d10: Implement d3d10_effect_depth_stencil_variable_GetDepthStencilState().
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@ -111,6 +111,7 @@ struct d3d10_effect_state_object_variable
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} desc;
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union
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{
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ID3D10DepthStencilState *depth_stencil;
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ID3D10BlendState *blend;
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} object;
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};
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@ -1568,13 +1568,18 @@ static HRESULT create_state_object(struct d3d10_effect_variable *v)
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switch (v->type->basetype)
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{
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case D3D10_SVT_DEPTHSTENCIL:
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if (FAILED(hr = ID3D10Device_CreateDepthStencilState(device,
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&v->u.state.desc.depth_stencil, &v->u.state.object.depth_stencil)))
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return hr;
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break;
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case D3D10_SVT_BLEND:
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if (FAILED(hr = ID3D10Device_CreateBlendState(device,
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&v->u.state.desc.blend, &v->u.state.object.blend)))
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return hr;
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break;
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case D3D10_SVT_DEPTHSTENCIL:
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case D3D10_SVT_RASTERIZER:
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case D3D10_SVT_SAMPLER:
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break;
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@ -6247,9 +6252,25 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_depth_stencil_variable_GetRawValue
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static HRESULT STDMETHODCALLTYPE d3d10_effect_depth_stencil_variable_GetDepthStencilState(ID3D10EffectDepthStencilVariable *iface,
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UINT index, ID3D10DepthStencilState **depth_stencil_state)
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{
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FIXME("iface %p, index %u, depth_stencil_state %p stub!\n", iface, index, depth_stencil_state);
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
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return E_NOTIMPL;
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TRACE("iface %p, index %u, depth_stencil_state %p.\n", iface, index, depth_stencil_state);
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if (v->type->element_count)
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v = impl_from_ID3D10EffectVariable(iface->lpVtbl->GetElement(iface, index));
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else if (index)
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return E_FAIL;
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if (v->type->basetype != D3D10_SVT_DEPTHSTENCIL)
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{
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WARN("Variable is not a depth stencil state.\n");
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return E_FAIL;
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}
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if ((*depth_stencil_state = v->u.state.object.depth_stencil))
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ID3D10DepthStencilState_AddRef(*depth_stencil_state);
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_effect_depth_stencil_variable_GetBackingStore(ID3D10EffectDepthStencilVariable *iface,
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