d3d11: Try to avoid spurious blend state FIXMEs().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-03-24 17:14:48 +01:00 committed by Alexandre Julliard
parent f73340a906
commit 7019347409
1 changed files with 26 additions and 21 deletions

View File

@ -696,9 +696,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
if (!blend_factor)
blend_factor = default_blend_factor;
if (blend_factor[0] != 1.0f || blend_factor[1] != 1.0f || blend_factor[2] != 1.0f || blend_factor[3] != 1.0f)
FIXME("Ignoring blend factor %s.\n", debug_float4(blend_factor));
wined3d_mutex_lock();
memcpy(device->blend_factor, blend_factor, 4 * sizeof(*blend_factor));
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK, sample_mask);
@ -718,30 +715,27 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
}
desc = &device->blend_state->desc;
/* glSampleCoverage() */
if (desc->AlphaToCoverageEnable)
FIXME("Ignoring AlphaToCoverageEnable %#x.\n", desc->AlphaToCoverageEnable);
/* glEnableIndexedEXT(GL_BLEND, ...) */
FIXME("Per-rendertarget blend not implemented.\n");
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE,
desc->RenderTarget[0].BlendEnable);
if (desc->RenderTarget[0].BlendEnable)
{
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND,
desc->RenderTarget[0].SrcBlend);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND,
desc->RenderTarget[0].DestBlend);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP,
desc->RenderTarget[0].BlendOp);
const D3D11_RENDER_TARGET_BLEND_DESC *d = &desc->RenderTarget[0];
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND, d->SrcBlend);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND, d->DestBlend);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP, d->BlendOp);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SEPARATEALPHABLENDENABLE, TRUE);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLENDALPHA,
desc->RenderTarget[0].SrcBlendAlpha);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA,
desc->RenderTarget[0].DestBlendAlpha);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA,
desc->RenderTarget[0].BlendOpAlpha);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLENDALPHA, d->SrcBlendAlpha);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA, d->DestBlendAlpha);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA, d->BlendOpAlpha);
if (memcmp(blend_factor, default_blend_factor, sizeof(default_blend_factor))
&& (d->SrcBlend == D3D11_BLEND_BLEND_FACTOR || d->SrcBlend == D3D11_BLEND_INV_BLEND_FACTOR
|| d->DestBlend == D3D11_BLEND_BLEND_FACTOR || d->DestBlend == D3D11_BLEND_INV_BLEND_FACTOR
|| d->SrcBlendAlpha == D3D11_BLEND_BLEND_FACTOR || d->SrcBlendAlpha == D3D11_BLEND_INV_BLEND_FACTOR
|| d->DestBlendAlpha == D3D11_BLEND_BLEND_FACTOR || d->DestBlendAlpha == D3D11_BLEND_INV_BLEND_FACTOR))
FIXME("Ignoring blend factor %s.\n", debug_float4(blend_factor));
}
FIXME("Color mask > 3 not implemented.\n");
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE, desc->RenderTarget[0].RenderTargetWriteMask);
wined3d_device_set_render_state(device->wined3d_device,
@ -2643,8 +2637,19 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateBlendState(ID3D11Device *ifa
tmp_desc.RenderTarget[i].DestBlendAlpha = desc->RenderTarget[j].DestBlendAlpha;
tmp_desc.RenderTarget[i].BlendOpAlpha = desc->RenderTarget[j].BlendOpAlpha;
tmp_desc.RenderTarget[i].RenderTargetWriteMask = desc->RenderTarget[j].RenderTargetWriteMask;
if (i > 3 && tmp_desc.RenderTarget[i].RenderTargetWriteMask != D3D11_COLOR_WRITE_ENABLE_ALL)
FIXME("Color mask %#x not supported for render target %u.\n",
tmp_desc.RenderTarget[i].RenderTargetWriteMask, i);
}
/* glSampleCoverage() */
if (tmp_desc.AlphaToCoverageEnable)
FIXME("Ignoring AlphaToCoverageEnable %#x.\n", tmp_desc.AlphaToCoverageEnable);
/* glEnableIndexedEXT(GL_BLEND, ...) */
if (tmp_desc.IndependentBlendEnable)
FIXME("Per-rendertarget blend not implemented.\n");
wined3d_mutex_lock();
if ((entry = wine_rb_get(&device->blend_states, &tmp_desc)))
{