d3d11: Use wined3d depth/stencil state objects.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -440,6 +440,7 @@ struct d3d_depthstencil_state
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LONG refcount;
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struct wined3d_private_store private_store;
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struct wined3d_depth_stencil_state *wined3d_state;
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D3D11_DEPTH_STENCIL_DESC desc;
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struct wine_rb_entry entry;
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ID3D11Device2 *device;
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@ -549,7 +550,6 @@ struct d3d_device
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struct wine_rb_tree rasterizer_states;
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struct wine_rb_tree sampler_states;
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struct d3d_depthstencil_state *depth_stencil_state;
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UINT stencil_ref;
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};
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@ -737,6 +737,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
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const D3D11_DEPTH_STENCILOP_DESC *front, *back;
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struct d3d_depthstencil_state *state_impl;
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const D3D11_DEPTH_STENCIL_DESC *desc;
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TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n",
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@ -744,14 +745,16 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
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wined3d_mutex_lock();
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device->stencil_ref = stencil_ref;
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if (!(device->depth_stencil_state = unsafe_impl_from_ID3D11DepthStencilState(depth_stencil_state)))
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if (!(state_impl = unsafe_impl_from_ID3D11DepthStencilState(depth_stencil_state)))
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{
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wined3d_device_set_depth_stencil_state(device->wined3d_device, NULL);
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set_default_depth_stencil_state(device->wined3d_device);
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wined3d_mutex_unlock();
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return;
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}
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desc = &device->depth_stencil_state->desc;
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wined3d_device_set_depth_stencil_state(device->wined3d_device, state_impl->wined3d_state);
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desc = &state_impl->desc;
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front = &desc->FrontFace;
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back = &desc->BackFace;
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@ -1904,14 +1907,24 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3
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ID3D11DepthStencilState **depth_stencil_state, UINT *stencil_ref)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
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struct wined3d_depth_stencil_state *wined3d_state;
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struct d3d_depthstencil_state *state_impl;
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TRACE("iface %p, depth_stencil_state %p, stencil_ref %p.\n",
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iface, depth_stencil_state, stencil_ref);
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if ((*depth_stencil_state = device->depth_stencil_state
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? &device->depth_stencil_state->ID3D11DepthStencilState_iface : NULL))
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ID3D11DepthStencilState_AddRef(*depth_stencil_state);
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wined3d_mutex_lock();
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if ((wined3d_state = wined3d_device_get_depth_stencil_state(device->wined3d_device)))
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{
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state_impl = wined3d_depth_stencil_state_get_parent(wined3d_state);
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ID3D11DepthStencilState_AddRef(*depth_stencil_state = &state_impl->ID3D11DepthStencilState_iface);
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}
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else
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{
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*depth_stencil_state = NULL;
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}
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*stencil_ref = device->stencil_ref;
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_SOGetTargets(ID3D11DeviceContext1 *iface,
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@ -493,13 +493,15 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_AddRef(ID3D11DepthStenci
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TRACE("%p increasing refcount to %u.\n", state, refcount);
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return refcount;
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}
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if (refcount == 1)
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{
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ID3D11Device2_AddRef(state->device);
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wined3d_mutex_lock();
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wined3d_depth_stencil_state_incref(state->wined3d_state);
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wined3d_mutex_unlock();
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}
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static void d3d_depthstencil_state_cleanup(struct d3d_depthstencil_state *state)
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{
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wined3d_private_store_cleanup(&state->private_store);
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ID3D11Device2_Release(state->device);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_Release(ID3D11DepthStencilState *iface)
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@ -511,12 +513,12 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_Release(ID3D11DepthStenc
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if (!refcount)
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{
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struct d3d_device *device = impl_from_ID3D11Device2(state->device);
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ID3D11Device2 *device = state->device;
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wined3d_mutex_lock();
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wine_rb_remove(&device->depthstencil_states, &state->entry);
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d3d_depthstencil_state_cleanup(state);
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wined3d_depth_stencil_state_decref(state->wined3d_state);
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wined3d_mutex_unlock();
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heap_free(state);
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ID3D11Device2_Release(device);
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}
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return refcount;
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@ -695,23 +697,25 @@ static const struct ID3D10DepthStencilStateVtbl d3d10_depthstencil_state_vtbl =
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d3d10_depthstencil_state_GetDesc,
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};
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static HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device,
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const D3D11_DEPTH_STENCIL_DESC *desc)
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static void STDMETHODCALLTYPE d3d_depthstencil_state_wined3d_object_destroyed(void *parent)
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{
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state->ID3D11DepthStencilState_iface.lpVtbl = &d3d11_depthstencil_state_vtbl;
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state->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl;
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state->refcount = 1;
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wined3d_private_store_init(&state->private_store);
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state->desc = *desc;
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struct d3d_depthstencil_state *state = parent;
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struct d3d_device *device = impl_from_ID3D11Device2(state->device);
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ID3D11Device2_AddRef(state->device = &device->ID3D11Device2_iface);
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return S_OK;
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wine_rb_remove(&device->depthstencil_states, &state->entry);
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wined3d_private_store_cleanup(&state->private_store);
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heap_free(parent);
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}
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static const struct wined3d_parent_ops d3d_depthstencil_state_wined3d_parent_ops =
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{
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d3d_depthstencil_state_wined3d_object_destroyed,
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};
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HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEPTH_STENCIL_DESC *desc,
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struct d3d_depthstencil_state **state)
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{
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struct wined3d_depth_stencil_state_desc wined3d_desc;
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struct d3d_depthstencil_state *object;
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D3D11_DEPTH_STENCIL_DESC tmp_desc;
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struct wine_rb_entry *entry;
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@ -775,25 +779,40 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
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return E_OUTOFMEMORY;
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}
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if (FAILED(hr = d3d_depthstencil_state_init(object, device, &tmp_desc)))
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{
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WARN("Failed to initialize depthstencil state, hr %#x.\n", hr);
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heap_free(object);
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wined3d_mutex_unlock();
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return hr;
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}
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object->ID3D11DepthStencilState_iface.lpVtbl = &d3d11_depthstencil_state_vtbl;
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object->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl;
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object->refcount = 1;
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wined3d_private_store_init(&object->private_store);
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object->desc = tmp_desc;
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if (wine_rb_put(&device->depthstencil_states, &tmp_desc, &object->entry) == -1)
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{
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ERR("Failed to insert depthstencil state entry.\n");
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d3d_depthstencil_state_cleanup(object);
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ERR("Failed to insert depth/stencil state entry.\n");
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wined3d_private_store_cleanup(&object->private_store);
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heap_free(object);
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wined3d_mutex_unlock();
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return E_FAIL;
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}
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wined3d_desc.depth = desc->DepthEnable;
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/* We cannot fail after creating a wined3d_depth_stencil_state object. It
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* would lead to double free. */
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if (FAILED(hr = wined3d_depth_stencil_state_create(device->wined3d_device, &wined3d_desc,
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object, &d3d_depthstencil_state_wined3d_parent_ops, &object->wined3d_state)))
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{
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WARN("Failed to create wined3d depth/stencil state, hr %#x.\n", hr);
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wined3d_private_store_cleanup(&object->private_store);
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wine_rb_remove(&device->depthstencil_states, &object->entry);
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heap_free(object);
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wined3d_mutex_unlock();
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return hr;
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}
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wined3d_mutex_unlock();
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TRACE("Created depthstencil state %p.\n", object);
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ID3D11Device2_AddRef(object->device = &device->ID3D11Device2_iface);
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TRACE("Created depth/stencil state %p.\n", object);
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*state = object;
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return S_OK;
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