vkd3d-shader/fx: Handle SetBlendState().

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2024-08-14 13:46:34 +02:00 committed by Henri Verbeet
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
2 changed files with 12 additions and 4 deletions

View File

@ -1547,6 +1547,7 @@ enum state_property_component_type
FX_TEXTURE, FX_TEXTURE,
FX_DEPTHSTENCILVIEW, FX_DEPTHSTENCILVIEW,
FX_RENDERTARGETVIEW, FX_RENDERTARGETVIEW,
FX_BLEND,
}; };
static inline bool is_object_fx_type(enum state_property_component_type type) static inline bool is_object_fx_type(enum state_property_component_type type)
@ -1561,6 +1562,7 @@ static inline bool is_object_fx_type(enum state_property_component_type type)
case FX_TEXTURE: case FX_TEXTURE:
case FX_RENDERTARGETVIEW: case FX_RENDERTARGETVIEW:
case FX_DEPTHSTENCILVIEW: case FX_DEPTHSTENCILVIEW:
case FX_BLEND:
return true; return true;
default: default:
return false; return false;
@ -1587,6 +1589,8 @@ static inline enum hlsl_type_class hlsl_type_class_from_fx_type(enum state_prope
return HLSL_CLASS_RENDER_TARGET_VIEW; return HLSL_CLASS_RENDER_TARGET_VIEW;
case FX_DEPTHSTENCILVIEW: case FX_DEPTHSTENCILVIEW:
return HLSL_CLASS_DEPTH_STENCIL_VIEW; return HLSL_CLASS_DEPTH_STENCIL_VIEW;
case FX_BLEND:
return HLSL_CLASS_BLEND_STATE;
default: default:
vkd3d_unreachable(); vkd3d_unreachable();
} }
@ -1759,11 +1763,13 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
{ {
{ "RasterizerState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RASTERIZER, 1, 1, 0 }, { "RasterizerState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RASTERIZER, 1, 1, 0 },
{ "DepthStencilState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCIL, 1, 1, 1 }, { "DepthStencilState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCIL, 1, 1, 1 },
{ "BlendState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_BLEND, 1, 1, 2 },
{ "RenderTargetView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RENDERTARGETVIEW, 1, 8, 3 }, { "RenderTargetView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RENDERTARGETVIEW, 1, 8, 3 },
{ "DepthStencilView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCILVIEW, 1, 1, 4 }, { "DepthStencilView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCILVIEW, 1, 1, 4 },
{ "DS_StencilRef", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 9 }, { "DS_StencilRef", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 9 },
{ "AB_BlendFactor", HLSL_CLASS_PASS, HLSL_CLASS_VECTOR, FX_FLOAT, 4, 1, 10 },
{ "AB_SampleMask", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 11 },
{ "FillMode", HLSL_CLASS_RASTERIZER_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 12, fill_values }, { "FillMode", HLSL_CLASS_RASTERIZER_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 12, fill_values },
{ "CullMode", HLSL_CLASS_RASTERIZER_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 13, cull_values }, { "CullMode", HLSL_CLASS_RASTERIZER_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 13, cull_values },

View File

@ -10,6 +10,7 @@ ComputeShader cs;
DomainShader doms; DomainShader doms;
RenderTargetView rtv1; RenderTargetView rtv1;
DepthStencilView dsv; DepthStencilView dsv;
BlendState bs;
technique11 technique11
{ {
@ -21,5 +22,6 @@ technique11
SetComputeShader(cs); SetComputeShader(cs);
SetDomainShader(doms); SetDomainShader(doms);
OMSetRenderTargets(rtv1, dsv); OMSetRenderTargets(rtv1, dsv);
SetBlendState(bs, float4(1, 2, 3, 4), 0xf);
} }
} }