d3d10core: Implement d3d10_device_OMSetRenderTargets().

This commit is contained in:
Henri Verbeet 2014-08-22 12:32:03 +02:00 committed by Alexandre Julliard
parent 736b9e1c1c
commit 28d7affa90
3 changed files with 101 additions and 1 deletions

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@ -125,6 +125,7 @@ struct d3d10_depthstencil_view
ID3D10DepthStencilView ID3D10DepthStencilView_iface; ID3D10DepthStencilView ID3D10DepthStencilView_iface;
LONG refcount; LONG refcount;
struct wined3d_rendertarget_view *wined3d_view;
D3D10_DEPTH_STENCIL_VIEW_DESC desc; D3D10_DEPTH_STENCIL_VIEW_DESC desc;
ID3D10Resource *resource; ID3D10Resource *resource;
ID3D10Device1 *device; ID3D10Device1 *device;
@ -132,6 +133,7 @@ struct d3d10_depthstencil_view
HRESULT d3d10_depthstencil_view_init(struct d3d10_depthstencil_view *view, struct d3d10_device *device, HRESULT d3d10_depthstencil_view_init(struct d3d10_depthstencil_view *view, struct d3d10_device *device,
ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc) DECLSPEC_HIDDEN; ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc) DECLSPEC_HIDDEN;
struct d3d10_depthstencil_view *unsafe_impl_from_ID3D10DepthStencilView(ID3D10DepthStencilView *iface) DECLSPEC_HIDDEN;
/* ID3D10RenderTargetView */ /* ID3D10RenderTargetView */
struct d3d10_rendertarget_view struct d3d10_rendertarget_view

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@ -395,8 +395,28 @@ static void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device1 *ifa
UINT render_target_view_count, ID3D10RenderTargetView *const *render_target_views, UINT render_target_view_count, ID3D10RenderTargetView *const *render_target_views,
ID3D10DepthStencilView *depth_stencil_view) ID3D10DepthStencilView *depth_stencil_view)
{ {
FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p\n", struct d3d10_device *device = impl_from_ID3D10Device(iface);
struct d3d10_depthstencil_view *dsv;
unsigned int i;
TRACE("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p.\n",
iface, render_target_view_count, render_target_views, depth_stencil_view); iface, render_target_view_count, render_target_views, depth_stencil_view);
for (i = 0; i < render_target_view_count; ++i)
{
struct d3d10_rendertarget_view *rtv = unsafe_impl_from_ID3D10RenderTargetView(render_target_views[i]);
wined3d_device_set_rendertarget_view(device->wined3d_device, i,
rtv ? rtv->wined3d_view : NULL, FALSE);
}
for (; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
wined3d_device_set_rendertarget_view(device->wined3d_device, i, NULL, FALSE);
}
dsv = unsafe_impl_from_ID3D10DepthStencilView(depth_stencil_view);
wined3d_device_set_depth_stencil_view(device->wined3d_device,
dsv ? dsv->wined3d_view : NULL);
} }
static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device1 *iface, static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device1 *iface,

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@ -404,6 +404,7 @@ static ULONG STDMETHODCALLTYPE d3d10_depthstencil_view_Release(ID3D10DepthStenci
if (!refcount) if (!refcount)
{ {
wined3d_rendertarget_view_decref(This->wined3d_view);
ID3D10Resource_Release(This->resource); ID3D10Resource_Release(This->resource);
ID3D10Device1_Release(This->device); ID3D10Device1_Release(This->device);
HeapFree(GetProcessHeap(), 0, This); HeapFree(GetProcessHeap(), 0, This);
@ -492,9 +493,63 @@ static const struct ID3D10DepthStencilViewVtbl d3d10_depthstencil_view_vtbl =
d3d10_depthstencil_view_GetDesc, d3d10_depthstencil_view_GetDesc,
}; };
static void wined3d_depth_stencil_view_desc_from_d3d10core(struct wined3d_rendertarget_view_desc *wined3d_desc,
const D3D10_DEPTH_STENCIL_VIEW_DESC *desc)
{
wined3d_desc->format_id = wined3dformat_from_dxgi_format(desc->Format);
switch (desc->ViewDimension)
{
case D3D10_DSV_DIMENSION_TEXTURE1D:
wined3d_desc->u.texture.level_idx = desc->u.Texture1D.MipSlice;
wined3d_desc->u.texture.layer_idx = 0;
wined3d_desc->u.texture.layer_count = 1;
break;
case D3D10_DSV_DIMENSION_TEXTURE1DARRAY:
wined3d_desc->u.texture.level_idx = desc->u.Texture1DArray.MipSlice;
wined3d_desc->u.texture.layer_idx = desc->u.Texture1DArray.FirstArraySlice;
wined3d_desc->u.texture.layer_count = desc->u.Texture1DArray.ArraySize;
break;
case D3D10_DSV_DIMENSION_TEXTURE2D:
wined3d_desc->u.texture.level_idx = desc->u.Texture2D.MipSlice;
wined3d_desc->u.texture.layer_idx = 0;
wined3d_desc->u.texture.layer_count = 1;
break;
case D3D10_DSV_DIMENSION_TEXTURE2DARRAY:
wined3d_desc->u.texture.level_idx = desc->u.Texture2DArray.MipSlice;
wined3d_desc->u.texture.layer_idx = desc->u.Texture2DArray.FirstArraySlice;
wined3d_desc->u.texture.layer_count = desc->u.Texture2DArray.ArraySize;
break;
case D3D10_DSV_DIMENSION_TEXTURE2DMS:
wined3d_desc->u.texture.level_idx = 0;
wined3d_desc->u.texture.layer_idx = 0;
wined3d_desc->u.texture.layer_count = 1;
break;
case D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY:
wined3d_desc->u.texture.level_idx = 0;
wined3d_desc->u.texture.layer_idx = desc->u.Texture2DMSArray.FirstArraySlice;
wined3d_desc->u.texture.layer_count = desc->u.Texture2DMSArray.ArraySize;
break;
default:
FIXME("Unhandled view dimension %#x.\n", desc->ViewDimension);
wined3d_desc->u.texture.level_idx = 0;
wined3d_desc->u.texture.layer_idx = 0;
wined3d_desc->u.texture.layer_count = 1;
break;
}
}
HRESULT d3d10_depthstencil_view_init(struct d3d10_depthstencil_view *view, struct d3d10_device *device, HRESULT d3d10_depthstencil_view_init(struct d3d10_depthstencil_view *view, struct d3d10_device *device,
ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc) ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc)
{ {
struct wined3d_rendertarget_view_desc wined3d_desc;
struct wined3d_resource *wined3d_resource;
HRESULT hr; HRESULT hr;
view->ID3D10DepthStencilView_iface.lpVtbl = &d3d10_depthstencil_view_vtbl; view->ID3D10DepthStencilView_iface.lpVtbl = &d3d10_depthstencil_view_vtbl;
@ -510,6 +565,20 @@ HRESULT d3d10_depthstencil_view_init(struct d3d10_depthstencil_view *view, struc
view->desc = *desc; view->desc = *desc;
} }
if (!(wined3d_resource = wined3d_resource_from_resource(resource)))
{
ERR("Failed to get wined3d resource for d3d10 resource %p.\n", resource);
return E_FAIL;
}
wined3d_depth_stencil_view_desc_from_d3d10core(&wined3d_desc, &view->desc);
if (FAILED(hr = wined3d_rendertarget_view_create(&wined3d_desc, wined3d_resource,
view, &d3d10_null_wined3d_parent_ops, &view->wined3d_view)))
{
WARN("Failed to create a wined3d rendertarget view, hr %#x.\n", hr);
return hr;
}
view->resource = resource; view->resource = resource;
ID3D10Resource_AddRef(resource); ID3D10Resource_AddRef(resource);
view->device = &device->ID3D10Device1_iface; view->device = &device->ID3D10Device1_iface;
@ -518,6 +587,15 @@ HRESULT d3d10_depthstencil_view_init(struct d3d10_depthstencil_view *view, struc
return S_OK; return S_OK;
} }
struct d3d10_depthstencil_view *unsafe_impl_from_ID3D10DepthStencilView(ID3D10DepthStencilView *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d10_depthstencil_view_vtbl);
return impl_from_ID3D10DepthStencilView(iface);
}
static inline struct d3d10_rendertarget_view *impl_from_ID3D10RenderTargetView(ID3D10RenderTargetView *iface) static inline struct d3d10_rendertarget_view *impl_from_ID3D10RenderTargetView(ID3D10RenderTargetView *iface)
{ {
return CONTAINING_RECORD(iface, struct d3d10_rendertarget_view, ID3D10RenderTargetView_iface); return CONTAINING_RECORD(iface, struct d3d10_rendertarget_view, ID3D10RenderTargetView_iface);