d3d10: Also store the depth/stencil state in the stateblock.
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@ -55,6 +55,7 @@ struct d3d10_stateblock
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ID3D10RenderTargetView *rtvs[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
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ID3D10DepthStencilView *dsv;
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ID3D10DepthStencilState *dss;
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UINT stencil_ref;
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ID3D10BlendState *bs;
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float blend_factor[4];
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UINT sample_mask;
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@ -198,6 +199,11 @@ static void stateblock_cleanup(struct d3d10_stateblock *stateblock)
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ID3D10DepthStencilView_Release(stateblock->dsv);
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stateblock->dsv = NULL;
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}
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if (stateblock->dss)
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{
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ID3D10DepthStencilState_Release(stateblock->dss);
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stateblock->dss = NULL;
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}
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if (stateblock->bs)
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{
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ID3D10BlendState_Release(stateblock->bs);
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@ -355,6 +361,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *ifac
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if (stateblock->mask.OMRenderTargets)
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ID3D10Device_OMGetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT,
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stateblock->rtvs, &stateblock->dsv);
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if (stateblock->mask.OMDepthStencilState)
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ID3D10Device_OMGetDepthStencilState(stateblock->device, &stateblock->dss, &stateblock->stencil_ref);
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if (stateblock->mask.OMBlendState)
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ID3D10Device_OMGetBlendState(stateblock->device, &stateblock->bs,
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stateblock->blend_factor, &stateblock->sample_mask);
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@ -454,6 +462,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface)
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if (stateblock->mask.OMRenderTargets)
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ID3D10Device_OMSetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT,
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stateblock->rtvs, stateblock->dsv);
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if (stateblock->mask.OMDepthStencilState)
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ID3D10Device_OMSetDepthStencilState(stateblock->device, stateblock->dss, stateblock->stencil_ref);
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if (stateblock->mask.OMBlendState)
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ID3D10Device_OMSetBlendState(stateblock->device, stateblock->bs,
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stateblock->blend_factor, stateblock->sample_mask);
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