[PATCH] wined3d: Apply stencil mask to stencil reference value.

Paul Gofman gofmanp at gmail.com
Wed May 8 12:28:32 CDT 2019


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>
---
 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 85c1fa1bf8..1991c0a519 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -11052,70 +11052,73 @@ 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 */
@@ -11123,13 +11126,13 @@ 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);
@@ -11152,7 +11155,7 @@ 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 c8b85e7711..a44a4a6547 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]);
-- 
2.21.0




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