[PATCH 2/2] wined3d: Fix stencil reference truncation.

Zhiyi Zhang zzhang at codeweavers.com
Wed Aug 21 04:47:54 CDT 2019


This fix a regression introduced by a9e199e5ad76c0540381f25011d6051ace3e7c0a,
which is causing ULTIMATE MARVEL VS CAPCOM 3 (SteamID: 357190)
to have black artifacts in characters.

Signed-off-by: Zhiyi Zhang <zzhang at codeweavers.com>
---
 dlls/d3d9/tests/visual.c | 2 +-
 dlls/wined3d/cs.c        | 7 +++++--
 dlls/wined3d/state.c     | 2 +-
 3 files changed, 7 insertions(+), 4 deletions(-)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index c7de570b42..55d2223212 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -11206,7 +11206,7 @@ static void stencil_cull_test(void)
     ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
 
     color = getPixelColor(device, 280, 360);
-    todo_wine ok(color == 0x000000f0, "has color 0x%08x, expected 0x00000090\n", color);
+    ok(color == 0x000000f0, "has color 0x%08x, expected 0x00000090\n", color);
 
     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
     ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 32f9954a03..044d586b29 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -1152,9 +1152,12 @@ static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const
         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
     }
-    else if (prev && prev->format->depth_bias_scale != op->view->format->depth_bias_scale)
+    else if (prev)
     {
-        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
+        if (prev->format->depth_bias_scale != op->view->format->depth_bias_scale)
+            device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
+        if (prev->format->stencil_size != op->view->format->stencil_size)
+            device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILREF));
     }
 
     device_invalidate_state(device, STATE_FRAMEBUFFER);
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 4cdca277f6..54c0c67fba 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -925,7 +925,7 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
     if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
         func_back = GL_ALWAYS;
     mask = state->render_states[WINED3D_RS_STENCILMASK];
-    ref = state->render_states[WINED3D_RS_STENCILREF] & mask;
+    ref = state->render_states[WINED3D_RS_STENCILREF] & ((1 << state->fb->depth_stencil->format->stencil_size) - 1);
     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]);
-- 
2.23.0.rc1




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