[19/23] d3d11: Implement two-sided stencil testing.
Andrew Wesie
awesie at gmail.com
Sun Nov 13 12:35:19 CST 2016
Signed-off-by: Andrew Wesie <awesie at gmail.com>
---
dlls/d3d11/device.c | 35 +++++++++++++++++++++++------------
1 file changed, 23 insertions(+), 12 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index c354a39..bc35aa0 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -721,7 +721,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
ID3D11DepthStencilState *depth_stencil_state, UINT stencil_ref)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
- const D3D11_DEPTH_STENCILOP_DESC *stencil_desc;
+ const D3D11_DEPTH_STENCILOP_DESC *front, *back;
const D3D11_DEPTH_STENCIL_DESC *desc;
TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n",
@@ -741,13 +741,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
desc = &device->depth_stencil_state->desc;
- if (desc->FrontFace.StencilFailOp != desc->BackFace.StencilFailOp
- || desc->FrontFace.StencilDepthFailOp != desc->BackFace.StencilDepthFailOp
- || desc->FrontFace.StencilPassOp != desc->BackFace.StencilPassOp
- || desc->FrontFace.StencilFunc != desc->BackFace.StencilFunc)
- FIXME("Two-sided stencil testing not supported.\n");
-
- stencil_desc = &desc->FrontFace;
+ front = &desc->FrontFace;
+ back = &desc->BackFace;
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZENABLE, desc->DepthEnable);
if (desc->DepthEnable)
@@ -761,12 +756,28 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
{
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILMASK, desc->StencilReadMask);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILWRITEMASK, desc->StencilWriteMask);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFAIL, stencil_desc->StencilFailOp);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFAIL, front->StencilFailOp);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILZFAIL,
- stencil_desc->StencilDepthFailOp);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILPASS, stencil_desc->StencilPassOp);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFUNC, stencil_desc->StencilFunc);
+ front->StencilDepthFailOp);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILPASS, front->StencilPassOp);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFUNC, front->StencilFunc);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILREF, stencil_ref);
+ if (desc->FrontFace.StencilFailOp != desc->BackFace.StencilFailOp
+ || desc->FrontFace.StencilDepthFailOp != desc->BackFace.StencilDepthFailOp
+ || desc->FrontFace.StencilPassOp != desc->BackFace.StencilPassOp
+ || desc->FrontFace.StencilFunc != desc->BackFace.StencilFunc)
+ {
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_TWOSIDEDSTENCILMODE, TRUE);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CCW_STENCILFAIL, back->StencilFailOp);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CCW_STENCILZFAIL,
+ back->StencilDepthFailOp);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CCW_STENCILPASS, back->StencilPassOp);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CCW_STENCILFUNC, back->StencilFunc);
+ }
+ else
+ {
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_TWOSIDEDSTENCILMODE, FALSE);
+ }
}
wined3d_mutex_unlock();
}
--
2.7.4
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