d3d11: Introduce d3d_depthstencil_state_create() helper function.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -425,8 +425,8 @@ static inline struct d3d_depthstencil_state *impl_from_ID3D11DepthStencilState(I
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return CONTAINING_RECORD(iface, struct d3d_depthstencil_state, ID3D11DepthStencilState_iface);
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}
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HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device,
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const D3D11_DEPTH_STENCIL_DESC *desc) DECLSPEC_HIDDEN;
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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) DECLSPEC_HIDDEN;
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struct d3d_depthstencil_state *unsafe_impl_from_ID3D11DepthStencilState(
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ID3D11DepthStencilState *iface) DECLSPEC_HIDDEN;
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struct d3d_depthstencil_state *unsafe_impl_from_ID3D10DepthStencilState(
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@ -3018,76 +3018,13 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDepthStencilState(ID3D11Devi
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{
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struct d3d_device *device = impl_from_ID3D11Device(iface);
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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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HRESULT hr;
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TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state);
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if (!desc)
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return E_INVALIDARG;
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/* D3D11_DEPTH_STENCIL_DESC has a hole, which is a problem because we use
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* it as a key in the rbtree. */
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memset(&tmp_desc, 0, sizeof(tmp_desc));
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tmp_desc.DepthEnable = desc->DepthEnable;
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if (desc->DepthEnable)
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{
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tmp_desc.DepthWriteMask = desc->DepthWriteMask;
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tmp_desc.DepthFunc = desc->DepthFunc;
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}
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else
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{
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tmp_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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tmp_desc.DepthFunc = D3D11_COMPARISON_LESS;
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}
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tmp_desc.StencilEnable = desc->StencilEnable;
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if (desc->StencilEnable)
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{
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tmp_desc.StencilReadMask = desc->StencilReadMask;
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tmp_desc.StencilWriteMask = desc->StencilWriteMask;
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tmp_desc.FrontFace = desc->FrontFace;
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tmp_desc.BackFace = desc->BackFace;
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}
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else
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{
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tmp_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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tmp_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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tmp_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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tmp_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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}
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wined3d_mutex_lock();
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if ((entry = wine_rb_get(&device->depthstencil_states, &tmp_desc)))
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{
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object = WINE_RB_ENTRY_VALUE(entry, struct d3d_depthstencil_state, entry);
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TRACE("Returning existing depthstencil state %p.\n", object);
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*depth_stencil_state = &object->ID3D11DepthStencilState_iface;
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ID3D11DepthStencilState_AddRef(*depth_stencil_state);
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wined3d_mutex_unlock();
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return S_OK;
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}
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wined3d_mutex_unlock();
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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return E_OUTOFMEMORY;
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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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HeapFree(GetProcessHeap(), 0, object);
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if (FAILED(hr = d3d_depthstencil_state_create(device, desc, &object)))
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return hr;
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}
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TRACE("Created depthstencil state %p.\n", object);
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*depth_stencil_state = &object->ID3D11DepthStencilState_iface;
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return S_OK;
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@ -5385,19 +5322,17 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Devi
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const D3D10_DEPTH_STENCIL_DESC *desc, ID3D10DepthStencilState **depth_stencil_state)
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{
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struct d3d_device *device = impl_from_ID3D10Device(iface);
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ID3D11DepthStencilState *d3d11_depth_stencil_state;
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struct d3d_depthstencil_state *object;
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HRESULT hr;
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TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state);
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if (FAILED(hr = d3d11_device_CreateDepthStencilState(&device->ID3D11Device_iface,
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(const D3D11_DEPTH_STENCIL_DESC *)desc, &d3d11_depth_stencil_state)))
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if (FAILED(hr = d3d_depthstencil_state_create(device, (const D3D11_DEPTH_STENCIL_DESC *)desc, &object)))
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return hr;
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hr = ID3D11DepthStencilState_QueryInterface(d3d11_depth_stencil_state, &IID_ID3D10DepthStencilState,
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(void **)depth_stencil_state);
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ID3D11DepthStencilState_Release(d3d11_depth_stencil_state);
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return hr;
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*depth_stencil_state = &object->ID3D10DepthStencilState_iface;
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device1 *iface,
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@ -641,7 +641,7 @@ static const struct ID3D10DepthStencilStateVtbl d3d10_depthstencil_state_vtbl =
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d3d10_depthstencil_state_GetDesc,
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};
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HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device,
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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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{
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state->ID3D11DepthStencilState_iface.lpVtbl = &d3d11_depthstencil_state_vtbl;
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@ -666,6 +666,83 @@ HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct
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return S_OK;
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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 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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HRESULT hr;
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if (!desc)
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return E_INVALIDARG;
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/* D3D11_DEPTH_STENCIL_DESC has a hole, which is a problem because we use
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* it as a key in the rbtree. */
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memset(&tmp_desc, 0, sizeof(tmp_desc));
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tmp_desc.DepthEnable = desc->DepthEnable;
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if (desc->DepthEnable)
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{
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tmp_desc.DepthWriteMask = desc->DepthWriteMask;
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tmp_desc.DepthFunc = desc->DepthFunc;
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}
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else
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{
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tmp_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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tmp_desc.DepthFunc = D3D11_COMPARISON_LESS;
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}
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tmp_desc.StencilEnable = desc->StencilEnable;
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if (desc->StencilEnable)
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{
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tmp_desc.StencilReadMask = desc->StencilReadMask;
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tmp_desc.StencilWriteMask = desc->StencilWriteMask;
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tmp_desc.FrontFace = desc->FrontFace;
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tmp_desc.BackFace = desc->BackFace;
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}
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else
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{
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tmp_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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tmp_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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tmp_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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tmp_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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tmp_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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}
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wined3d_mutex_lock();
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if ((entry = wine_rb_get(&device->depthstencil_states, &tmp_desc)))
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{
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object = WINE_RB_ENTRY_VALUE(entry, struct d3d_depthstencil_state, entry);
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TRACE("Returning existing depthstencil state %p.\n", object);
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ID3D11DepthStencilState_AddRef(&object->ID3D11DepthStencilState_iface);
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*state = object;
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wined3d_mutex_unlock();
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return S_OK;
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}
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wined3d_mutex_unlock();
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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return E_OUTOFMEMORY;
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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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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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TRACE("Created depthstencil state %p.\n", object);
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*state = object;
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return S_OK;
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}
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struct d3d_depthstencil_state *unsafe_impl_from_ID3D11DepthStencilState(ID3D11DepthStencilState *iface)
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{
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if (!iface)
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