d3d10core: Set wined3d state in d3d10_device_OMSetBlendState().

This commit is contained in:
Henri Verbeet 2014-11-04 08:47:46 +01:00 committed by Alexandre Julliard
parent 875a7c5426
commit ed9188c4f8
2 changed files with 44 additions and 6 deletions

View File

@ -325,7 +325,6 @@ struct d3d10_device
struct d3d10_blend_state *blend_state;
float blend_factor[4];
UINT sample_mask;
struct d3d10_depthstencil_state *depth_stencil_state;
UINT stencil_ref;
struct d3d10_rasterizer_state *rasterizer_state;

View File

@ -462,13 +462,53 @@ static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device1 *iface,
ID3D10BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask)
{
struct d3d10_device *device = impl_from_ID3D10Device(iface);
const D3D10_BLEND_DESC *desc;
TRACE("iface %p, blend_state %p, blend_factor [%f %f %f %f], sample_mask 0x%08x.\n",
TRACE("iface %p, blend_state %p, blend_factor {%.8e %.8e %.8e %.8e}, sample_mask 0x%08x.\n",
iface, blend_state, blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], sample_mask);
device->blend_state = unsafe_impl_from_ID3D10BlendState(blend_state);
if (blend_factor[0] != 1.0f || blend_factor[1] != 1.0f || blend_factor[2] != 1.0f || blend_factor[3] != 1.0f)
FIXME("Ignoring blend factor {%.8e %.8e %.8e %.8e}.\n",
blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
memcpy(device->blend_factor, blend_factor, 4 * sizeof(*blend_factor));
device->sample_mask = sample_mask;
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK, sample_mask);
if (!(device->blend_state = unsafe_impl_from_ID3D10BlendState(blend_state)))
{
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE, FALSE);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE, D3D10_COLOR_WRITE_ENABLE_ALL);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE1, D3D10_COLOR_WRITE_ENABLE_ALL);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE2, D3D10_COLOR_WRITE_ENABLE_ALL);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE3, D3D10_COLOR_WRITE_ENABLE_ALL);
return;
}
desc = &device->blend_state->desc;
/* glSampleCoverage() */
if (desc->AlphaToCoverageEnable)
FIXME("Ignoring AlphaToCoverageEnable %#x.\n", desc->AlphaToCoverageEnable);
/* glEnableIndexedEXT(GL_BLEND, ...) */
FIXME("Per-rendertarget blend enable not implemented.\n");
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE, desc->BlendEnable[0]);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND, desc->SrcBlend);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND, desc->DestBlend);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP, desc->BlendOp);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SEPARATEALPHABLENDENABLE, TRUE);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLENDALPHA, desc->SrcBlendAlpha);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA, desc->DestBlendAlpha);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA, desc->BlendOpAlpha);
FIXME("Color mask > 3 not implemented.\n");
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE, desc->RenderTargetWriteMask[0]);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE1, desc->RenderTargetWriteMask[1]);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE2, desc->RenderTargetWriteMask[2]);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE3, desc->RenderTargetWriteMask[3]);
}
static void STDMETHODCALLTYPE d3d10_device_OMSetDepthStencilState(ID3D10Device1 *iface,
@ -1105,7 +1145,7 @@ static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device1 *iface,
if ((*blend_state = device->blend_state ? &device->blend_state->ID3D10BlendState_iface : NULL))
ID3D10BlendState_AddRef(*blend_state);
memcpy(blend_factor, device->blend_factor, 4 * sizeof(*blend_factor));
*sample_mask = device->sample_mask;
*sample_mask = wined3d_device_get_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK);
}
static void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device1 *iface,
@ -2414,7 +2454,6 @@ HRESULT d3d10_device_init(struct d3d10_device *device, void *outer_unknown)
device->blend_factor[1] = 1.0f;
device->blend_factor[2] = 1.0f;
device->blend_factor[3] = 1.0f;
device->sample_mask = D3D10_DEFAULT_SAMPLE_MASK;
if (wine_rb_init(&device->depthstencil_states, &d3d10_depthstencil_state_rb_ops) == -1)
{