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>
This commit is contained in:
Zebediah Figura 2020-09-24 22:43:12 -05:00 committed by Alexandre Julliard
parent 2612381273
commit 5860dd52bc
3 changed files with 68 additions and 36 deletions

View File

@ -440,6 +440,7 @@ struct d3d_depthstencil_state
LONG refcount;
struct wined3d_private_store private_store;
struct wined3d_depth_stencil_state *wined3d_state;
D3D11_DEPTH_STENCIL_DESC desc;
struct wine_rb_entry entry;
ID3D11Device2 *device;
@ -549,7 +550,6 @@ struct d3d_device
struct wine_rb_tree rasterizer_states;
struct wine_rb_tree sampler_states;
struct d3d_depthstencil_state *depth_stencil_state;
UINT stencil_ref;
};

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@ -737,6 +737,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
const D3D11_DEPTH_STENCILOP_DESC *front, *back;
struct d3d_depthstencil_state *state_impl;
const D3D11_DEPTH_STENCIL_DESC *desc;
TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n",
@ -744,14 +745,16 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
wined3d_mutex_lock();
device->stencil_ref = stencil_ref;
if (!(device->depth_stencil_state = unsafe_impl_from_ID3D11DepthStencilState(depth_stencil_state)))
if (!(state_impl = unsafe_impl_from_ID3D11DepthStencilState(depth_stencil_state)))
{
wined3d_device_set_depth_stencil_state(device->wined3d_device, NULL);
set_default_depth_stencil_state(device->wined3d_device);
wined3d_mutex_unlock();
return;
}
desc = &device->depth_stencil_state->desc;
wined3d_device_set_depth_stencil_state(device->wined3d_device, state_impl->wined3d_state);
desc = &state_impl->desc;
front = &desc->FrontFace;
back = &desc->BackFace;
@ -1904,14 +1907,24 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3
ID3D11DepthStencilState **depth_stencil_state, UINT *stencil_ref)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
struct wined3d_depth_stencil_state *wined3d_state;
struct d3d_depthstencil_state *state_impl;
TRACE("iface %p, depth_stencil_state %p, stencil_ref %p.\n",
iface, depth_stencil_state, stencil_ref);
if ((*depth_stencil_state = device->depth_stencil_state
? &device->depth_stencil_state->ID3D11DepthStencilState_iface : NULL))
ID3D11DepthStencilState_AddRef(*depth_stencil_state);
wined3d_mutex_lock();
if ((wined3d_state = wined3d_device_get_depth_stencil_state(device->wined3d_device)))
{
state_impl = wined3d_depth_stencil_state_get_parent(wined3d_state);
ID3D11DepthStencilState_AddRef(*depth_stencil_state = &state_impl->ID3D11DepthStencilState_iface);
}
else
{
*depth_stencil_state = NULL;
}
*stencil_ref = device->stencil_ref;
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d11_immediate_context_SOGetTargets(ID3D11DeviceContext1 *iface,

View File

@ -493,13 +493,15 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_AddRef(ID3D11DepthStenci
TRACE("%p increasing refcount to %u.\n", state, refcount);
return refcount;
}
if (refcount == 1)
{
ID3D11Device2_AddRef(state->device);
wined3d_mutex_lock();
wined3d_depth_stencil_state_incref(state->wined3d_state);
wined3d_mutex_unlock();
}
static void d3d_depthstencil_state_cleanup(struct d3d_depthstencil_state *state)
{
wined3d_private_store_cleanup(&state->private_store);
ID3D11Device2_Release(state->device);
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_Release(ID3D11DepthStencilState *iface)
@ -511,12 +513,12 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_Release(ID3D11DepthStenc
if (!refcount)
{
struct d3d_device *device = impl_from_ID3D11Device2(state->device);
ID3D11Device2 *device = state->device;
wined3d_mutex_lock();
wine_rb_remove(&device->depthstencil_states, &state->entry);
d3d_depthstencil_state_cleanup(state);
wined3d_depth_stencil_state_decref(state->wined3d_state);
wined3d_mutex_unlock();
heap_free(state);
ID3D11Device2_Release(device);
}
return refcount;
@ -695,23 +697,25 @@ static const struct ID3D10DepthStencilStateVtbl d3d10_depthstencil_state_vtbl =
d3d10_depthstencil_state_GetDesc,
};
static HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device,
const D3D11_DEPTH_STENCIL_DESC *desc)
static void STDMETHODCALLTYPE d3d_depthstencil_state_wined3d_object_destroyed(void *parent)
{
state->ID3D11DepthStencilState_iface.lpVtbl = &d3d11_depthstencil_state_vtbl;
state->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl;
state->refcount = 1;
wined3d_private_store_init(&state->private_store);
state->desc = *desc;
struct d3d_depthstencil_state *state = parent;
struct d3d_device *device = impl_from_ID3D11Device2(state->device);
ID3D11Device2_AddRef(state->device = &device->ID3D11Device2_iface);
return S_OK;
wine_rb_remove(&device->depthstencil_states, &state->entry);
wined3d_private_store_cleanup(&state->private_store);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_depthstencil_state_wined3d_parent_ops =
{
d3d_depthstencil_state_wined3d_object_destroyed,
};
HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEPTH_STENCIL_DESC *desc,
struct d3d_depthstencil_state **state)
{
struct wined3d_depth_stencil_state_desc wined3d_desc;
struct d3d_depthstencil_state *object;
D3D11_DEPTH_STENCIL_DESC tmp_desc;
struct wine_rb_entry *entry;
@ -775,25 +779,40 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
return E_OUTOFMEMORY;
}
if (FAILED(hr = d3d_depthstencil_state_init(object, device, &tmp_desc)))
{
WARN("Failed to initialize depthstencil state, hr %#x.\n", hr);
heap_free(object);
wined3d_mutex_unlock();
return hr;
}
object->ID3D11DepthStencilState_iface.lpVtbl = &d3d11_depthstencil_state_vtbl;
object->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl;
object->refcount = 1;
wined3d_private_store_init(&object->private_store);
object->desc = tmp_desc;
if (wine_rb_put(&device->depthstencil_states, &tmp_desc, &object->entry) == -1)
{
ERR("Failed to insert depthstencil state entry.\n");
d3d_depthstencil_state_cleanup(object);
ERR("Failed to insert depth/stencil state entry.\n");
wined3d_private_store_cleanup(&object->private_store);
heap_free(object);
wined3d_mutex_unlock();
return E_FAIL;
}
wined3d_desc.depth = desc->DepthEnable;
/* We cannot fail after creating a wined3d_depth_stencil_state object. It
* would lead to double free. */
if (FAILED(hr = wined3d_depth_stencil_state_create(device->wined3d_device, &wined3d_desc,
object, &d3d_depthstencil_state_wined3d_parent_ops, &object->wined3d_state)))
{
WARN("Failed to create wined3d depth/stencil state, hr %#x.\n", hr);
wined3d_private_store_cleanup(&object->private_store);
wine_rb_remove(&device->depthstencil_states, &object->entry);
heap_free(object);
wined3d_mutex_unlock();
return hr;
}
wined3d_mutex_unlock();
TRACE("Created depthstencil state %p.\n", object);
ID3D11Device2_AddRef(object->device = &device->ID3D11Device2_iface);
TRACE("Created depth/stencil state %p.\n", object);
*state = object;
return S_OK;