On Tue, 26 Jan 2021 at 12:15, RĂ©mi Bernon rbernon@codeweavers.com wrote:
@@ -2672,7 +2678,29 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetConstantBuffers1(ID3D static void STDMETHODCALLTYPE d3d11_immediate_context_SwapDeviceContextState(ID3D11DeviceContext1 *iface, ID3DDeviceContextState *state, ID3DDeviceContextState **prev_state) {
- FIXME("iface %p, state %p, prev_state %p stub!\n", iface, state, prev_state);
- struct d3d_device_context_state *state_impl;
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
- FIXME("iface %p, state %p, prev_state %p semi-stub!\n", iface, state, prev_state);
- wined3d_mutex_lock();
- if (prev_state)
- {
*prev_state = NULL;
if ((state_impl = heap_alloc(sizeof(*state_impl))))
{
d3d_device_context_state_init(state_impl, device, &device->emulated_interface);
*prev_state = &state_impl->ID3DDeviceContextState_iface;
}
- }
- if ((state_impl = impl_from_ID3DDeviceContextState(state)))
- {
device->emulated_interface = state_impl->emulated_interface;
if (d3d_device_is_d3d10_active(device))
FIXME("D3D10 interface emulation not fully implemented yet!\n");
- }
- wined3d_mutex_unlock();
}
I don't think it's worth holding the series for, but shouldn't we store the device context state object here, instead of creating a new context state object each time? I.e., suppose you do the following:
ID3DDeviceContextState *a, *b, *prev; ... SwapDeviceContextState(..., a, &prev); SwapDeviceContextState(..., b, &prev);
Is "prev" suppose to be equal to "a" at that point? I don't think the existing tests cover that.