d3d11: Use wined3d blend state objects.
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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@ -392,6 +392,7 @@ struct d3d_blend_state
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LONG refcount;
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struct wined3d_private_store private_store;
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struct wined3d_blend_state *wined3d_state;
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D3D11_BLEND_DESC desc;
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struct wine_rb_entry entry;
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ID3D11Device *device;
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@ -522,7 +523,6 @@ struct d3d_device
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struct wine_rb_tree rasterizer_states;
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struct wine_rb_tree sampler_states;
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struct d3d_blend_state *blend_state;
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float blend_factor[4];
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struct d3d_depthstencil_state *depth_stencil_state;
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UINT stencil_ref;
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@ -686,6 +686,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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static const float default_blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
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struct d3d_blend_state *blend_state_impl;
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const D3D11_BLEND_DESC *desc;
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TRACE("iface %p, blend_state %p, blend_factor %s, sample_mask 0x%08x.\n",
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@ -697,8 +698,9 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
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wined3d_mutex_lock();
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memcpy(device->blend_factor, blend_factor, 4 * sizeof(*blend_factor));
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK, sample_mask);
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if (!(device->blend_state = unsafe_impl_from_ID3D11BlendState(blend_state)))
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if (!(blend_state_impl = unsafe_impl_from_ID3D11BlendState(blend_state)))
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{
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wined3d_device_set_blend_state(device->wined3d_device, NULL);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE, FALSE);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE, D3D11_COLOR_WRITE_ENABLE_ALL);
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@ -712,7 +714,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
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return;
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}
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desc = &device->blend_state->desc;
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wined3d_device_set_blend_state(device->wined3d_device, blend_state_impl->wined3d_state);
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desc = &blend_state_impl->desc;
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE,
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desc->RenderTarget[0].BlendEnable);
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if (desc->RenderTarget[0].BlendEnable)
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@ -1988,13 +1991,22 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetBlendState(ID3D11Devi
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ID3D11BlendState **blend_state, FLOAT blend_factor[4], UINT *sample_mask)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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struct wined3d_blend_state *wined3d_state;
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struct d3d_blend_state *blend_state_impl;
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TRACE("iface %p, blend_state %p, blend_factor %p, sample_mask %p.\n",
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iface, blend_state, blend_factor, sample_mask);
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if ((*blend_state = device->blend_state ? &device->blend_state->ID3D11BlendState_iface : NULL))
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ID3D11BlendState_AddRef(*blend_state);
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wined3d_mutex_lock();
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if ((wined3d_state = wined3d_device_get_blend_state(device->wined3d_device)))
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{
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blend_state_impl = wined3d_blend_state_get_parent(wined3d_state);
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ID3D11BlendState_AddRef(*blend_state = &blend_state_impl->ID3D11BlendState_iface);
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}
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else
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{
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*blend_state = NULL;
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}
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memcpy(blend_factor, device->blend_factor, 4 * sizeof(*blend_factor));
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*sample_mask = wined3d_device_get_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK);
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wined3d_mutex_unlock();
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@ -64,13 +64,15 @@ static ULONG STDMETHODCALLTYPE d3d11_blend_state_AddRef(ID3D11BlendState *iface)
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TRACE("%p increasing refcount to %u.\n", state, refcount);
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return refcount;
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}
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if (refcount == 1)
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{
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ID3D11Device_AddRef(state->device);
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wined3d_mutex_lock();
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wined3d_blend_state_incref(state->wined3d_state);
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wined3d_mutex_unlock();
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}
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static void d3d_blend_state_cleanup(struct d3d_blend_state *state)
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{
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wined3d_private_store_cleanup(&state->private_store);
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ID3D11Device_Release(state->device);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d11_blend_state_Release(ID3D11BlendState *iface)
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@ -82,12 +84,13 @@ static ULONG STDMETHODCALLTYPE d3d11_blend_state_Release(ID3D11BlendState *iface
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if (!refcount)
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{
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struct d3d_device *device = impl_from_ID3D11Device(state->device);
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ID3D11Device *device = state->device;
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wined3d_mutex_lock();
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wine_rb_remove(&device->blend_states, &state->entry);
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d3d_blend_state_cleanup(state);
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wined3d_blend_state_decref(state->wined3d_state);
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wined3d_mutex_unlock();
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heap_free(state);
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ID3D11Device_Release(device);
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}
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return refcount;
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@ -288,24 +291,25 @@ static const struct ID3D10BlendState1Vtbl d3d10_blend_state_vtbl =
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d3d10_blend_state_GetDesc1,
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};
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static HRESULT d3d_blend_state_init(struct d3d_blend_state *state, struct d3d_device *device,
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const D3D11_BLEND_DESC *desc)
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static void STDMETHODCALLTYPE d3d_blend_state_wined3d_object_destroyed(void *parent)
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{
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state->ID3D11BlendState_iface.lpVtbl = &d3d11_blend_state_vtbl;
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state->ID3D10BlendState1_iface.lpVtbl = &d3d10_blend_state_vtbl;
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state->refcount = 1;
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wined3d_private_store_init(&state->private_store);
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state->desc = *desc;
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struct d3d_blend_state *state = parent;
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struct d3d_device *device = impl_from_ID3D11Device(state->device);
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state->device = &device->ID3D11Device_iface;
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ID3D11Device_AddRef(state->device);
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return S_OK;
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wine_rb_remove(&device->blend_states, &state->entry);
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wined3d_private_store_cleanup(&state->private_store);
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heap_free(parent);
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}
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static const struct wined3d_parent_ops d3d_blend_state_wined3d_parent_ops =
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{
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d3d_blend_state_wined3d_object_destroyed,
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};
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HRESULT d3d_blend_state_create(struct d3d_device *device, const D3D11_BLEND_DESC *desc,
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struct d3d_blend_state **state)
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{
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struct wined3d_blend_state_desc wined3d_desc;
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struct d3d_blend_state *object;
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struct wine_rb_entry *entry;
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D3D11_BLEND_DESC tmp_desc;
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@ -337,9 +341,6 @@ HRESULT d3d_blend_state_create(struct d3d_device *device, const D3D11_BLEND_DESC
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tmp_desc.RenderTarget[i].RenderTargetWriteMask, i);
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}
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/* glSampleCoverage() */
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if (tmp_desc.AlphaToCoverageEnable)
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FIXME("Ignoring AlphaToCoverageEnable %#x.\n", tmp_desc.AlphaToCoverageEnable);
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/* glEnableIndexedEXT(GL_BLEND, ...) */
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if (tmp_desc.IndependentBlendEnable)
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FIXME("Per-rendertarget blend not implemented.\n");
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@ -363,24 +364,39 @@ HRESULT d3d_blend_state_create(struct d3d_device *device, const D3D11_BLEND_DESC
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return E_OUTOFMEMORY;
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}
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if (FAILED(hr = d3d_blend_state_init(object, device, &tmp_desc)))
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{
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WARN("Failed to initialize blend state, hr %#x.\n", hr);
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heap_free(object);
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wined3d_mutex_unlock();
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return hr;
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}
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object->ID3D11BlendState_iface.lpVtbl = &d3d11_blend_state_vtbl;
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object->ID3D10BlendState1_iface.lpVtbl = &d3d10_blend_state_vtbl;
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object->refcount = 1;
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wined3d_private_store_init(&object->private_store);
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object->desc = tmp_desc;
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if (wine_rb_put(&device->blend_states, desc, &object->entry) == -1)
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if (wine_rb_put(&device->blend_states, &tmp_desc, &object->entry) == -1)
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{
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ERR("Failed to insert blend state entry.\n");
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d3d_blend_state_cleanup(object);
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wined3d_private_store_cleanup(&object->private_store);
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heap_free(object);
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wined3d_mutex_unlock();
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return E_FAIL;
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}
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wined3d_desc.alpha_to_coverage = desc->AlphaToCoverageEnable;
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/* We cannot fail after creating a wined3d_blend_state object. It
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* would lead to double free. */
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if (FAILED(hr = wined3d_blend_state_create(device->wined3d_device, &wined3d_desc,
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object, &d3d_blend_state_wined3d_parent_ops, &object->wined3d_state)))
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{
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WARN("Failed to create wined3d blend state, hr %#x.\n", hr);
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wined3d_private_store_cleanup(&object->private_store);
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wine_rb_remove(&device->blend_states, &object->entry);
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heap_free(object);
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wined3d_mutex_unlock();
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return hr;
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}
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wined3d_mutex_unlock();
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ID3D11Device_AddRef(object->device = &device->ID3D11Device_iface);
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TRACE("Created blend state %p.\n", object);
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*state = object;
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