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vkd3d-shader/fx: Handle SetBlendState().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
parent
16e9872718
commit
2c533e494a
Notes:
Henri Verbeet
2024-08-15 17:59:50 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/998
@ -1547,6 +1547,7 @@ enum state_property_component_type
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FX_TEXTURE,
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FX_TEXTURE,
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FX_DEPTHSTENCILVIEW,
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FX_DEPTHSTENCILVIEW,
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FX_RENDERTARGETVIEW,
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FX_RENDERTARGETVIEW,
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FX_BLEND,
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};
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};
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static inline bool is_object_fx_type(enum state_property_component_type type)
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static inline bool is_object_fx_type(enum state_property_component_type type)
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@ -1561,6 +1562,7 @@ static inline bool is_object_fx_type(enum state_property_component_type type)
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case FX_TEXTURE:
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case FX_TEXTURE:
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case FX_RENDERTARGETVIEW:
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case FX_RENDERTARGETVIEW:
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case FX_DEPTHSTENCILVIEW:
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case FX_DEPTHSTENCILVIEW:
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case FX_BLEND:
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return true;
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return true;
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default:
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default:
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return false;
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return false;
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@ -1587,6 +1589,8 @@ static inline enum hlsl_type_class hlsl_type_class_from_fx_type(enum state_prope
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return HLSL_CLASS_RENDER_TARGET_VIEW;
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return HLSL_CLASS_RENDER_TARGET_VIEW;
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case FX_DEPTHSTENCILVIEW:
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case FX_DEPTHSTENCILVIEW:
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return HLSL_CLASS_DEPTH_STENCIL_VIEW;
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return HLSL_CLASS_DEPTH_STENCIL_VIEW;
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case FX_BLEND:
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return HLSL_CLASS_BLEND_STATE;
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default:
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default:
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vkd3d_unreachable();
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vkd3d_unreachable();
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}
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}
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@ -1759,11 +1763,13 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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{
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{
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{ "RasterizerState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RASTERIZER, 1, 1, 0 },
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{ "RasterizerState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RASTERIZER, 1, 1, 0 },
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{ "DepthStencilState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCIL, 1, 1, 1 },
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{ "DepthStencilState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCIL, 1, 1, 1 },
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{ "BlendState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_BLEND, 1, 1, 2 },
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{ "RenderTargetView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RENDERTARGETVIEW, 1, 8, 3 },
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{ "RenderTargetView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RENDERTARGETVIEW, 1, 8, 3 },
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{ "DepthStencilView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCILVIEW, 1, 1, 4 },
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{ "DepthStencilView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCILVIEW, 1, 1, 4 },
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{ "DS_StencilRef", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 9 },
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{ "DS_StencilRef", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 9 },
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{ "AB_BlendFactor", HLSL_CLASS_PASS, HLSL_CLASS_VECTOR, FX_FLOAT, 4, 1, 10 },
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{ "AB_SampleMask", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 11 },
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{ "FillMode", HLSL_CLASS_RASTERIZER_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 12, fill_values },
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{ "FillMode", HLSL_CLASS_RASTERIZER_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 12, fill_values },
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{ "CullMode", HLSL_CLASS_RASTERIZER_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 13, cull_values },
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{ "CullMode", HLSL_CLASS_RASTERIZER_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 13, cull_values },
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@ -10,6 +10,7 @@ ComputeShader cs;
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DomainShader doms;
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DomainShader doms;
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RenderTargetView rtv1;
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RenderTargetView rtv1;
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DepthStencilView dsv;
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DepthStencilView dsv;
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BlendState bs;
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technique11
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technique11
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{
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{
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@ -21,5 +22,6 @@ technique11
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SetComputeShader(cs);
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SetComputeShader(cs);
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SetDomainShader(doms);
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SetDomainShader(doms);
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OMSetRenderTargets(rtv1, dsv);
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OMSetRenderTargets(rtv1, dsv);
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SetBlendState(bs, float4(1, 2, 3, 4), 0xf);
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}
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}
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}
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}
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