d3d11: Implement d3d11_immediate_context_OMSetBlendState().
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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@ -297,6 +297,7 @@ struct d3d_blend_state
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HRESULT d3d_blend_state_init(struct d3d_blend_state *state, struct d3d_device *device,
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const D3D11_BLEND_DESC *desc) DECLSPEC_HIDDEN;
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struct d3d_blend_state *unsafe_impl_from_ID3D11BlendState(ID3D11BlendState *iface) DECLSPEC_HIDDEN;
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struct d3d_blend_state *unsafe_impl_from_ID3D10BlendState(ID3D10BlendState *iface) DECLSPEC_HIDDEN;
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/* ID3D11DepthStencilState, ID3D10DepthStencilState */
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@ -452,8 +452,62 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetRenderTargetsAndUnord
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static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11DeviceContext *iface,
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ID3D11BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask)
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{
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FIXME("iface %p, blend_state %p, blend_factor {%.8e %.8e %.8e %.8e}, sample_mask 0x%08x stub!\n",
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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const D3D11_BLEND_DESC *desc;
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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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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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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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{
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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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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE1, D3D11_COLOR_WRITE_ENABLE_ALL);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE2, D3D11_COLOR_WRITE_ENABLE_ALL);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE3, D3D11_COLOR_WRITE_ENABLE_ALL);
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wined3d_mutex_unlock();
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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 not implemented.\n");
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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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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND, desc->RenderTarget[0].SrcBlend);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND, desc->RenderTarget[0].DestBlend);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP, desc->RenderTarget[0].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,
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desc->RenderTarget[0].SrcBlendAlpha);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA,
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desc->RenderTarget[0].DestBlendAlpha);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA,
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desc->RenderTarget[0].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->RenderTarget[0].RenderTargetWriteMask);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE1, desc->RenderTarget[1].RenderTargetWriteMask);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE2, desc->RenderTarget[2].RenderTargetWriteMask);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE3, desc->RenderTarget[3].RenderTargetWriteMask);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3D11DeviceContext *iface,
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@ -2436,60 +2490,14 @@ 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 d3d_device *device = impl_from_ID3D10Device(iface);
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const D3D11_BLEND_DESC *desc;
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struct d3d_blend_state *blend_state_object;
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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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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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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_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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wined3d_mutex_unlock();
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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 not implemented.\n");
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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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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND, desc->RenderTarget[0].SrcBlend);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND, desc->RenderTarget[0].DestBlend);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP, desc->RenderTarget[0].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,
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desc->RenderTarget[0].SrcBlendAlpha);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA,
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desc->RenderTarget[0].DestBlendAlpha);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA,
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desc->RenderTarget[0].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->RenderTarget[0].RenderTargetWriteMask);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE1, desc->RenderTarget[1].RenderTargetWriteMask);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE2, desc->RenderTarget[2].RenderTargetWriteMask);
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wined3d_device_set_render_state(device->wined3d_device,
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WINED3D_RS_COLORWRITEENABLE3, desc->RenderTarget[3].RenderTargetWriteMask);
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wined3d_mutex_unlock();
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blend_state_object = unsafe_impl_from_ID3D10BlendState(blend_state);
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d3d11_immediate_context_OMSetBlendState(&device->immediate_context.ID3D11DeviceContext_iface,
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blend_state_object ? &blend_state_object->ID3D11BlendState_iface : NULL, blend_factor, sample_mask);
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}
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static void STDMETHODCALLTYPE d3d10_device_OMSetDepthStencilState(ID3D10Device1 *iface,
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@ -313,6 +313,15 @@ HRESULT d3d_blend_state_init(struct d3d_blend_state *state, struct d3d_device *d
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return S_OK;
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}
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struct d3d_blend_state *unsafe_impl_from_ID3D11BlendState(ID3D11BlendState *iface)
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{
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if (!iface)
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return NULL;
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assert(iface->lpVtbl == &d3d11_blend_state_vtbl);
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return impl_from_ID3D11BlendState(iface);
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}
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struct d3d_blend_state *unsafe_impl_from_ID3D10BlendState(ID3D10BlendState *iface)
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{
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if (!iface)
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