diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h index 314faf880e7..fc9cb41bd12 100644 --- a/dlls/d3d10/d3d10_private.h +++ b/dlls/d3d10/d3d10_private.h @@ -75,6 +75,7 @@ struct d3d10_effect_object union { ID3D10RasterizerState *rs; + ID3D10DepthStencilState *ds; ID3D10VertexShader *vs; ID3D10PixelShader *ps; ID3D10GeometryShader *gs; diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index 662bfce4498..4b26562624f 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -1347,6 +1347,14 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr break; } + case D3D10_EOT_DEPTH_STENCIL_STATE: + { + ID3D10EffectDepthStencilVariable *dv = variable->lpVtbl->AsDepthStencil(variable); + if (FAILED(hr = dv->lpVtbl->GetDepthStencilState(dv, variable_idx, &o->object.ds))) + return hr; + break; + } + case D3D10_EOT_VERTEXSHADER: { ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable); @@ -1377,7 +1385,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr break; } - case D3D10_EOT_DEPTH_STENCIL_STATE: case D3D10_EOT_BLEND_STATE: case D3D10_EOT_STENCIL_REF: case D3D10_EOT_BLEND_FACTOR: @@ -2170,6 +2177,10 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o) ID3D10Device_RSSetState(device, o->object.rs); return S_OK; + case D3D10_EOT_DEPTH_STENCIL_STATE: + ID3D10Device_OMSetDepthStencilState(device, o->object.ds, o->pass->stencil_ref); + return S_OK; + case D3D10_EOT_VERTEXSHADER: ID3D10Device_VSSetShader(device, o->object.vs); return S_OK; @@ -2182,6 +2193,9 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o) ID3D10Device_GSSetShader(device, o->object.gs); return S_OK; + case D3D10_EOT_STENCIL_REF: + return S_OK; + default: FIXME("Unhandled effect object type %#x.\n", o->type); return E_FAIL; @@ -2274,6 +2288,11 @@ static void d3d10_effect_object_destroy(struct d3d10_effect_object *o) ID3D10RasterizerState_Release(o->object.rs); break; + case D3D10_EOT_DEPTH_STENCIL_STATE: + if (o->object.ds) + ID3D10DepthStencilState_Release(o->object.ds); + break; + case D3D10_EOT_VERTEXSHADER: if (o->object.vs) ID3D10VertexShader_Release(o->object.vs);