d3d10core: Set wined3d state in d3d10_device_OMSetBlendState().
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@ -325,7 +325,6 @@ struct d3d10_device
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struct d3d10_blend_state *blend_state;
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float blend_factor[4];
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UINT sample_mask;
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struct d3d10_depthstencil_state *depth_stencil_state;
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UINT stencil_ref;
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struct d3d10_rasterizer_state *rasterizer_state;
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@ -462,13 +462,53 @@ static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device1 *iface,
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ID3D10BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask)
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{
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struct d3d10_device *device = impl_from_ID3D10Device(iface);
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const D3D10_BLEND_DESC *desc;
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TRACE("iface %p, blend_state %p, blend_factor [%f %f %f %f], sample_mask 0x%08x.\n",
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TRACE("iface %p, blend_state %p, blend_factor {%.8e %.8e %.8e %.8e}, sample_mask 0x%08x.\n",
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iface, blend_state, blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], sample_mask);
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device->blend_state = unsafe_impl_from_ID3D10BlendState(blend_state);
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if (blend_factor[0] != 1.0f || blend_factor[1] != 1.0f || blend_factor[2] != 1.0f || blend_factor[3] != 1.0f)
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FIXME("Ignoring blend factor {%.8e %.8e %.8e %.8e}.\n",
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blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
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memcpy(device->blend_factor, blend_factor, 4 * sizeof(*blend_factor));
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device->sample_mask = sample_mask;
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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_ID3D10BlendState(blend_state)))
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{
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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, D3D10_COLOR_WRITE_ENABLE_ALL);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE1, D3D10_COLOR_WRITE_ENABLE_ALL);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE2, D3D10_COLOR_WRITE_ENABLE_ALL);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE3, D3D10_COLOR_WRITE_ENABLE_ALL);
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return;
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}
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desc = &device->blend_state->desc;
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/* glSampleCoverage() */
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if (desc->AlphaToCoverageEnable)
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FIXME("Ignoring AlphaToCoverageEnable %#x.\n", desc->AlphaToCoverageEnable);
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/* glEnableIndexedEXT(GL_BLEND, ...) */
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FIXME("Per-rendertarget blend enable not implemented.\n");
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE, desc->BlendEnable[0]);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND, desc->SrcBlend);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND, desc->DestBlend);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP, desc->BlendOp);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SEPARATEALPHABLENDENABLE, TRUE);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLENDALPHA, desc->SrcBlendAlpha);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA, desc->DestBlendAlpha);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA, desc->BlendOpAlpha);
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FIXME("Color mask > 3 not implemented.\n");
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE, desc->RenderTargetWriteMask[0]);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE1, desc->RenderTargetWriteMask[1]);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE2, desc->RenderTargetWriteMask[2]);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE3, desc->RenderTargetWriteMask[3]);
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}
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static void STDMETHODCALLTYPE d3d10_device_OMSetDepthStencilState(ID3D10Device1 *iface,
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@ -1105,7 +1145,7 @@ static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device1 *iface,
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if ((*blend_state = device->blend_state ? &device->blend_state->ID3D10BlendState_iface : NULL))
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ID3D10BlendState_AddRef(*blend_state);
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memcpy(blend_factor, device->blend_factor, 4 * sizeof(*blend_factor));
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*sample_mask = device->sample_mask;
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*sample_mask = wined3d_device_get_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK);
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}
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static void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device1 *iface,
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@ -2414,7 +2454,6 @@ HRESULT d3d10_device_init(struct d3d10_device *device, void *outer_unknown)
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device->blend_factor[1] = 1.0f;
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device->blend_factor[2] = 1.0f;
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device->blend_factor[3] = 1.0f;
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device->sample_mask = D3D10_DEFAULT_SAMPLE_MASK;
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if (wine_rb_init(&device->depthstencil_states, &d3d10_depthstencil_state_rb_ops) == -1)
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{
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