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d3d10core: Implement d3d10_depthstencil_state_GetDevice().
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@ -241,9 +241,9 @@ struct d3d10_depthstencil_state
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ID3D10DepthStencilState ID3D10DepthStencilState_iface;
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LONG refcount;
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struct d3d10_device *device;
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D3D10_DEPTH_STENCIL_DESC desc;
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struct wine_rb_entry entry;
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ID3D10Device1 *device;
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};
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HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, struct d3d10_device *device,
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@ -218,7 +218,9 @@ static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_Release(ID3D10DepthStenc
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if (!refcount)
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{
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wine_rb_remove(&state->device->depthstencil_states, &state->desc);
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struct d3d10_device *device = impl_from_ID3D10Device(state->device);
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wine_rb_remove(&device->depthstencil_states, &state->desc);
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ID3D10Device1_Release(state->device);
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HeapFree(GetProcessHeap(), 0, state);
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}
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@ -229,7 +231,12 @@ static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_Release(ID3D10DepthStenc
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static void STDMETHODCALLTYPE d3d10_depthstencil_state_GetDevice(ID3D10DepthStencilState *iface, ID3D10Device **device)
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{
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FIXME("iface %p, device %p stub!\n", iface, device);
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struct d3d10_depthstencil_state *state = impl_from_ID3D10DepthStencilState(iface);
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TRACE("iface %p, device %p.\n", iface, device);
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*device = (ID3D10Device *)state->device;
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ID3D10Device_AddRef(*device);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_depthstencil_state_GetPrivateData(ID3D10DepthStencilState *iface,
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@ -290,7 +297,6 @@ HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, st
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{
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state->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl;
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state->refcount = 1;
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state->device = device;
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state->desc = *desc;
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if (wine_rb_put(&device->depthstencil_states, desc, &state->entry) == -1)
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@ -299,6 +305,9 @@ HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, st
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return E_FAIL;
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}
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state->device = &device->ID3D10Device1_iface;
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ID3D10Device1_AddRef(state->device);
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return S_OK;
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}
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@ -727,9 +727,9 @@ static void test_create_blend_state(void)
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static void test_create_depthstencil_state(void)
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{
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ID3D10DepthStencilState *ds_state1, *ds_state2;
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ULONG refcount, expected_refcount;
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D3D10_DEPTH_STENCIL_DESC ds_desc;
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ID3D10Device *device;
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ULONG refcount;
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ID3D10Device *device, *tmp;
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HRESULT hr;
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if (!(device = create_device()))
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@ -756,11 +756,21 @@ static void test_create_depthstencil_state(void)
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ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
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ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1);
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ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
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hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state2);
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ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
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ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n");
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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expected_refcount = refcount + 1;
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ID3D10DepthStencilState_GetDevice(ds_state1, &tmp);
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ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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refcount = ID3D10DepthStencilState_Release(ds_state2);
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ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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