d3d10: Handle depth stencil state in d3d10_effect_object_apply().

This commit is contained in:
Henri Verbeet 2012-10-04 23:42:15 +02:00 committed by Alexandre Julliard
parent 16c6e4e332
commit b2228834c7
2 changed files with 21 additions and 1 deletions

View File

@ -75,6 +75,7 @@ struct d3d10_effect_object
union union
{ {
ID3D10RasterizerState *rs; ID3D10RasterizerState *rs;
ID3D10DepthStencilState *ds;
ID3D10VertexShader *vs; ID3D10VertexShader *vs;
ID3D10PixelShader *ps; ID3D10PixelShader *ps;
ID3D10GeometryShader *gs; ID3D10GeometryShader *gs;

View File

@ -1347,6 +1347,14 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
break; 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: case D3D10_EOT_VERTEXSHADER:
{ {
ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable); ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
@ -1377,7 +1385,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
break; break;
} }
case D3D10_EOT_DEPTH_STENCIL_STATE:
case D3D10_EOT_BLEND_STATE: case D3D10_EOT_BLEND_STATE:
case D3D10_EOT_STENCIL_REF: case D3D10_EOT_STENCIL_REF:
case D3D10_EOT_BLEND_FACTOR: 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); ID3D10Device_RSSetState(device, o->object.rs);
return S_OK; 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: case D3D10_EOT_VERTEXSHADER:
ID3D10Device_VSSetShader(device, o->object.vs); ID3D10Device_VSSetShader(device, o->object.vs);
return S_OK; return S_OK;
@ -2182,6 +2193,9 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
ID3D10Device_GSSetShader(device, o->object.gs); ID3D10Device_GSSetShader(device, o->object.gs);
return S_OK; return S_OK;
case D3D10_EOT_STENCIL_REF:
return S_OK;
default: default:
FIXME("Unhandled effect object type %#x.\n", o->type); FIXME("Unhandled effect object type %#x.\n", o->type);
return E_FAIL; return E_FAIL;
@ -2274,6 +2288,11 @@ static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
ID3D10RasterizerState_Release(o->object.rs); ID3D10RasterizerState_Release(o->object.rs);
break; break;
case D3D10_EOT_DEPTH_STENCIL_STATE:
if (o->object.ds)
ID3D10DepthStencilState_Release(o->object.ds);
break;
case D3D10_EOT_VERTEXSHADER: case D3D10_EOT_VERTEXSHADER:
if (o->object.vs) if (o->object.vs)
ID3D10VertexShader_Release(o->object.vs); ID3D10VertexShader_Release(o->object.vs);