Paul Gofman : wined3d: Apply stencil mask to stencil reference value.
Alexandre Julliard
julliard at winehq.org
Mon Nov 25 09:12:21 CST 2019
Module: wine
Branch: stable
Commit: 93caaebd39e6d4628887c64398fde35adb42cca1
URL: https://source.winehq.org/git/wine.git/?a=commit;h=93caaebd39e6d4628887c64398fde35adb42cca1
Author: Paul Gofman <gofmanp at gmail.com>
Date: Wed May 8 20:28:32 2019 +0300
wined3d: Apply stencil mask to stencil reference value.
This is consistent with the docs and confirmed by the test.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=28196
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
(cherry picked from commit a9e199e5ad76c0540381f25011d6051ace3e7c0a)
Signed-off-by: Michael Stefaniuc <mstefani at winehq.org>
---
dlls/d3d9/tests/visual.c | 59 +++++++++++++++++++++++++-----------------------
dlls/wined3d/state.c | 2 +-
2 files changed, 32 insertions(+), 29 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index fa0318edf4..bfe4551e49 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -10985,70 +10985,73 @@ static void stencil_cull_test(void)
/* First pass: Fill the stencil buffer with some values... */
hr = IDirect3DDevice9_BeginScene(device);
- ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
- ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFUNC, D3DCMP_EQUAL);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILMASK, 0x000000ff);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* 2nd pass: Make the stencil values visible */
hr = IDirect3DDevice9_BeginScene(device);
- ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
- ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
for (i = 0; i < 16; ++i)
{
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, i);
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, 0x0000ff00 | i);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
painter[0].diffuse = (i * 16); /* Creates shades of blue */
@@ -11056,13 +11059,13 @@ static void stencil_cull_test(void)
painter[2].diffuse = (i * 16);
painter[3].diffuse = (i * 16);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, painter, sizeof(painter[0]));
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
- ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = getPixelColor(device, 160, 420);
ok(color == 0x00000030, "CCW triangle, twoside FALSE, cull cw, replace, has color 0x%08x, expected 0x00000030\n", color);
@@ -11085,7 +11088,7 @@ static void stencil_cull_test(void)
ok(color == 0x00000080, "CW triangle, twoside TRUE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
- ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
cleanup:
refcount = IDirect3DDevice9_Release(device);
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 320a49025a..62b1b594fa 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -921,8 +921,8 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
func = GL_ALWAYS;
if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
func_back = GL_ALWAYS;
- ref = state->render_states[WINED3D_RS_STENCILREF];
mask = state->render_states[WINED3D_RS_STENCILMASK];
+ ref = state->render_states[WINED3D_RS_STENCILREF] & mask;
stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
More information about the wine-cvs
mailing list