d3d11: Implement depth bias.
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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@ -907,6 +907,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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struct d3d_rasterizer_state *rasterizer_state_impl;
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const D3D11_RASTERIZER_DESC *desc;
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union
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{
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DWORD d;
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float f;
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} scale_bias, const_bias;
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TRACE("iface %p, rasterizer_state %p.\n", iface, rasterizer_state);
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@ -916,6 +921,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
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wined3d_device_set_rasterizer_state(device->wined3d_device, NULL);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_FILLMODE, WINED3D_FILL_SOLID);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CULLMODE, WINED3D_CULL_BACK);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SLOPESCALEDEPTHBIAS, 0);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS, 0);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, FALSE);
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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_ANTIALIASEDLINEENABLE, FALSE);
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@ -928,9 +935,10 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
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desc = &rasterizer_state_impl->desc;
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_FILLMODE, desc->FillMode);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CULLMODE, desc->CullMode);
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/* OpenGL style depth bias. */
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if (desc->DepthBias || desc->SlopeScaledDepthBias)
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FIXME("Ignoring depth bias.\n");
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scale_bias.f = desc->SlopeScaledDepthBias;
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const_bias.f = desc->DepthBias;
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SLOPESCALEDEPTHBIAS, scale_bias.d);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS, const_bias.d);
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/* GL_DEPTH_CLAMP */
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if (!desc->DepthClipEnable)
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FIXME("Ignoring DepthClipEnable %#x.\n", desc->DepthClipEnable);
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