Stefan Dösinger : wined3d: Move WINED3DRS_STENCILWRITEMASK to the state table.

Alexandre Julliard julliard at wine.codeweavers.com
Mon Dec 11 07:45:02 CST 2006


Module: wine
Branch: master
Commit: 8d7243192a7f566f64a52cde9f64b29fa91aee89
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=8d7243192a7f566f64a52cde9f64b29fa91aee89

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Fri Dec  8 18:41:05 2006 +0100

wined3d: Move WINED3DRS_STENCILWRITEMASK to the state table.

---

 dlls/wined3d/device.c |    9 +--------
 dlls/wined3d/state.c  |    7 ++++++-
 2 files changed, 7 insertions(+), 9 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 995316f..2d39baf 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3372,15 +3372,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
     case WINED3DRS_CCW_STENCILZFAIL :
     case WINED3DRS_CCW_STENCILPASS :
     case WINED3DRS_EDGEANTIALIAS             :
-        StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
-        break;
-
     case WINED3DRS_STENCILWRITEMASK          :
-        {
-            glStencilMask(Value);
-            TRACE("glStencilMask(%u)\n", Value);
-            checkGLcall("glStencilMask");
-        }
+        StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
         break;
 
     case WINED3DRS_FOGENABLE                 :
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 2e1bf60..535c93f 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -627,6 +627,11 @@ state_stencil(DWORD state, IWineD3DState
     }
 }
 
+static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
+    glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
+    checkGLcall("glStencilMask");
+}
+
 const struct StateEntry StateTable[] =
 {
       /* State name                                         representative,                                     apply function */
@@ -689,7 +694,7 @@ const struct StateEntry StateTable[] =
     { /* 56, WINED3DRS_STENCILFUNC                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
     { /* 57, WINED3DRS_STENCILREF                   */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
     { /* 58, WINED3DRS_STENCILMASK                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
-    { /* 59, WINED3DRS_STENCILWRITEMASK             */      STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_unknown       },
+    { /* 59, WINED3DRS_STENCILWRITEMASK             */      STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  },
     { /* 60, WINED3DRS_TEXTUREFACTOR                */      STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     },
     /* A BIG hole. If wanted, 'fixed' states like the vertex type or the bound shaders can be put here */
     { /* 61, Undefined                              */      0,                                                  state_undefined     },




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