Matteo Bruni : wined3d: Add separate stencil state setup via GL 2.0+ core functions.

Alexandre Julliard julliard at wine.codeweavers.com
Thu Jan 22 15:20:45 CST 2015


Module: wine
Branch: master
Commit: 8ddb7e32f87e2c8f9e10b4dff19d7a896523690f
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=8ddb7e32f87e2c8f9e10b4dff19d7a896523690f

Author: Matteo Bruni <mbruni at codeweavers.com>
Date:   Wed Jan 21 18:32:32 2015 +0100

wined3d: Add separate stencil state setup via GL 2.0+ core functions.

---

 dlls/wined3d/directx.c |  5 ++++-
 dlls/wined3d/state.c   | 14 ++++++++++++--
 2 files changed, 16 insertions(+), 3 deletions(-)

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 8f50b5e..4b003d2 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2889,6 +2889,8 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
     USE_GL_FUNC(glMapBuffer)                /* OpenGL 1.5 */
     USE_GL_FUNC(glPointParameteri)          /* OpenGL 1.4 */
     USE_GL_FUNC(glPointParameteriv)         /* OpenGL 1.4 */
+    USE_GL_FUNC(glStencilFuncSeparate)      /* OpenGL 2.0 */
+    USE_GL_FUNC(glStencilOpSeparate)        /* OpenGL 2.0 */
     USE_GL_FUNC(glUnmapBuffer)              /* OpenGL 1.5 */
 #undef USE_GL_FUNC
 
@@ -4915,7 +4917,8 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
                               WINED3DSTENCILCAPS_INCR;
     }
-    if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
+    if (gl_info->supported[WINED3D_GL_VERSION_2_0] || gl_info->supported[EXT_STENCIL_TWO_SIDE]
+            || gl_info->supported[ATI_SEPARATE_STENCIL])
     {
         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
     }
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index f7cf14d..7f65998 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -860,7 +860,15 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
         gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
         checkGLcall("glEnable GL_STENCIL_TEST");
 
-        if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
+        if (gl_info->supported[WINED3D_GL_VERSION_2_0])
+        {
+            GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
+            GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
+            GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_ccw, ref, mask));
+            GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
+            checkGLcall("setting two sided stencil state");
+        }
+        else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
         {
             /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
              * which has an effect on the code below too. If we apply the front face
@@ -881,7 +889,9 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
             checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
             GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
             checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
-        } else {
+        }
+        else
+        {
             ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
         }
     }




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