d3d10: Handle depth stencil state in d3d10_effect_object_apply().
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@ -75,6 +75,7 @@ struct d3d10_effect_object
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union
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{
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ID3D10RasterizerState *rs;
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ID3D10DepthStencilState *ds;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10GeometryShader *gs;
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@ -1347,6 +1347,14 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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break;
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}
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case D3D10_EOT_DEPTH_STENCIL_STATE:
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{
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ID3D10EffectDepthStencilVariable *dv = variable->lpVtbl->AsDepthStencil(variable);
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if (FAILED(hr = dv->lpVtbl->GetDepthStencilState(dv, variable_idx, &o->object.ds)))
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return hr;
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break;
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}
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case D3D10_EOT_VERTEXSHADER:
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{
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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@ -1377,7 +1385,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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break;
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}
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case D3D10_EOT_DEPTH_STENCIL_STATE:
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case D3D10_EOT_BLEND_STATE:
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case D3D10_EOT_STENCIL_REF:
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case D3D10_EOT_BLEND_FACTOR:
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@ -2170,6 +2177,10 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
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ID3D10Device_RSSetState(device, o->object.rs);
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return S_OK;
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case D3D10_EOT_DEPTH_STENCIL_STATE:
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ID3D10Device_OMSetDepthStencilState(device, o->object.ds, o->pass->stencil_ref);
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return S_OK;
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case D3D10_EOT_VERTEXSHADER:
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ID3D10Device_VSSetShader(device, o->object.vs);
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return S_OK;
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@ -2182,6 +2193,9 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
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ID3D10Device_GSSetShader(device, o->object.gs);
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return S_OK;
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case D3D10_EOT_STENCIL_REF:
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return S_OK;
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default:
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FIXME("Unhandled effect object type %#x.\n", o->type);
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return E_FAIL;
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@ -2274,6 +2288,11 @@ static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
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ID3D10RasterizerState_Release(o->object.rs);
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break;
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case D3D10_EOT_DEPTH_STENCIL_STATE:
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if (o->object.ds)
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ID3D10DepthStencilState_Release(o->object.ds);
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break;
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case D3D10_EOT_VERTEXSHADER:
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if (o->object.vs)
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ID3D10VertexShader_Release(o->object.vs);
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