d3d11: Introduce a function to convert D3D11 blend factors to D3D10.
Signed-off-by: Chip Davis <cdavis@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -240,6 +240,11 @@ static HRESULT STDMETHODCALLTYPE d3d10_blend_state_SetPrivateDataInterface(ID3D1
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/* ID3D10BlendState methods */
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/* ID3D10BlendState methods */
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static D3D10_BLEND d3d10_blend_from_d3d11(D3D11_BLEND factor)
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{
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return (D3D10_BLEND)factor;
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}
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static void STDMETHODCALLTYPE d3d10_blend_state_GetDesc(ID3D10BlendState1 *iface, D3D10_BLEND_DESC *desc)
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static void STDMETHODCALLTYPE d3d10_blend_state_GetDesc(ID3D10BlendState1 *iface, D3D10_BLEND_DESC *desc)
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{
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{
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struct d3d_blend_state *state = impl_from_ID3D10BlendState(iface);
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struct d3d_blend_state *state = impl_from_ID3D10BlendState(iface);
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@ -249,11 +254,11 @@ static void STDMETHODCALLTYPE d3d10_blend_state_GetDesc(ID3D10BlendState1 *iface
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TRACE("iface %p, desc %p.\n", iface, desc);
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TRACE("iface %p, desc %p.\n", iface, desc);
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desc->AlphaToCoverageEnable = d3d11_desc->AlphaToCoverageEnable;
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desc->AlphaToCoverageEnable = d3d11_desc->AlphaToCoverageEnable;
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desc->SrcBlend = d3d11_desc->RenderTarget[0].SrcBlend;
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desc->SrcBlend = d3d10_blend_from_d3d11(d3d11_desc->RenderTarget[0].SrcBlend);
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desc->DestBlend = d3d11_desc->RenderTarget[0].DestBlend;
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desc->DestBlend = d3d10_blend_from_d3d11(d3d11_desc->RenderTarget[0].DestBlend);
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desc->BlendOp = d3d11_desc->RenderTarget[0].BlendOp;
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desc->BlendOp = d3d11_desc->RenderTarget[0].BlendOp;
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desc->SrcBlendAlpha = d3d11_desc->RenderTarget[0].SrcBlendAlpha;
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desc->SrcBlendAlpha = d3d10_blend_from_d3d11(d3d11_desc->RenderTarget[0].SrcBlendAlpha);
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desc->DestBlendAlpha = d3d11_desc->RenderTarget[0].DestBlendAlpha;
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desc->DestBlendAlpha = d3d10_blend_from_d3d11(d3d11_desc->RenderTarget[0].DestBlendAlpha);
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desc->BlendOpAlpha = d3d11_desc->RenderTarget[0].BlendOpAlpha;
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desc->BlendOpAlpha = d3d11_desc->RenderTarget[0].BlendOpAlpha;
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for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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{
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{
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