d3d10: Also store the depth/stencil state in the stateblock.

This commit is contained in:
Henri Verbeet 2014-09-18 10:56:25 +02:00 committed by Alexandre Julliard
parent e2b7354ac1
commit b5a91d1246

View file

@ -55,6 +55,7 @@ struct d3d10_stateblock
ID3D10RenderTargetView *rtvs[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
ID3D10DepthStencilView *dsv;
ID3D10DepthStencilState *dss;
UINT stencil_ref;
ID3D10BlendState *bs;
float blend_factor[4];
UINT sample_mask;
@ -198,6 +199,11 @@ static void stateblock_cleanup(struct d3d10_stateblock *stateblock)
ID3D10DepthStencilView_Release(stateblock->dsv);
stateblock->dsv = NULL;
}
if (stateblock->dss)
{
ID3D10DepthStencilState_Release(stateblock->dss);
stateblock->dss = NULL;
}
if (stateblock->bs)
{
ID3D10BlendState_Release(stateblock->bs);
@ -355,6 +361,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *ifac
if (stateblock->mask.OMRenderTargets)
ID3D10Device_OMGetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT,
stateblock->rtvs, &stateblock->dsv);
if (stateblock->mask.OMDepthStencilState)
ID3D10Device_OMGetDepthStencilState(stateblock->device, &stateblock->dss, &stateblock->stencil_ref);
if (stateblock->mask.OMBlendState)
ID3D10Device_OMGetBlendState(stateblock->device, &stateblock->bs,
stateblock->blend_factor, &stateblock->sample_mask);
@ -454,6 +462,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface)
if (stateblock->mask.OMRenderTargets)
ID3D10Device_OMSetRenderTargets(stateblock->device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT,
stateblock->rtvs, stateblock->dsv);
if (stateblock->mask.OMDepthStencilState)
ID3D10Device_OMSetDepthStencilState(stateblock->device, stateblock->dss, stateblock->stencil_ref);
if (stateblock->mask.OMBlendState)
ID3D10Device_OMSetBlendState(stateblock->device, stateblock->bs,
stateblock->blend_factor, stateblock->sample_mask);