d3d11: Introduce wined3d_device_context_set_rasterizer_state().
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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@ -1135,6 +1135,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DispatchIndirect(ID3D11Dev
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static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceContext1 *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceContext1 *iface,
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ID3D11RasterizerState *rasterizer_state)
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ID3D11RasterizerState *rasterizer_state)
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{
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{
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struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
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struct d3d_rasterizer_state *rasterizer_state_impl;
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struct d3d_rasterizer_state *rasterizer_state_impl;
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const D3D11_RASTERIZER_DESC *desc;
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const D3D11_RASTERIZER_DESC *desc;
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@ -1144,13 +1145,13 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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if (!(rasterizer_state_impl = unsafe_impl_from_ID3D11RasterizerState(rasterizer_state)))
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if (!(rasterizer_state_impl = unsafe_impl_from_ID3D11RasterizerState(rasterizer_state)))
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{
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{
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wined3d_device_set_rasterizer_state(device->wined3d_device, NULL);
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wined3d_device_context_set_rasterizer_state(context->wined3d_context, NULL);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, FALSE);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, FALSE);
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wined3d_mutex_unlock();
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wined3d_mutex_unlock();
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return;
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return;
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}
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}
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wined3d_device_set_rasterizer_state(device->wined3d_device, rasterizer_state_impl->wined3d_state);
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wined3d_device_context_set_rasterizer_state(context->wined3d_context, rasterizer_state_impl->wined3d_state);
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desc = &rasterizer_state_impl->desc;
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desc = &rasterizer_state_impl->desc;
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, desc->MultisampleEnable);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, desc->MultisampleEnable);
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